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SDL chashes

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Please, excuse my bad english.

I use Linux, OpenGL 1.4 (Intel Linux drivers sucks) and SDL 1.2.14

I'm beginning in OpenGL and I'm doing any simple programs to experiment, now I'm exporting a "game" done with GLUT to SDL. g++ don't gives me any error, but when I run the program, it crashes before do anything.

Valgrind says a lot of things, but the latest are:

==8410== Invalid read of size 8
==8410== at 0x42E77AF: (within /lib/tls/i686/cmov/
==8410== by 0x440E886: XrmGetStringDatabase (in /usr/lib/
==8410== by 0x43EB3B9: (within /usr/lib/
==8410== by 0x43EB5AE: XGetDefault (in /usr/lib/
==8410== by 0x4A77313: _XcursorGetDisplayInfo (in /usr/lib/
==8410== by 0x4A7754C: XcursorSupportsARGB (in /usr/lib/
==8410== by 0x4A79CA5: XcursorNoticeCreateBitmap (in /usr/lib/
==8410== by 0x43E4F74: _XNoticeCreateBitmap (in /usr/lib/
==8410== by 0x43E51CC: XCreatePixmap (in /usr/lib/
==8410== by 0x40C7659: XCreatePixmap (SDL_x11sym.h:38)
==8410== by 0x40D0A3F: X11_CreateWMCursor (SDL_x11mouse.c:104)
==8410== by 0x40D3CED: X11_VideoInit (SDL_x11video.c:691)
==8410== Address 0x4532358 is 0 bytes after a block of size 14,104 alloc'd
==8410== at 0x4025D2E: malloc (vg_replace_malloc.c:207)
==8410== by 0x43F7A23: XOpenDisplay (in /usr/lib/
==8410== by 0x40C7FCD: XOpenDisplay (SDL_x11sym.h:78)
==8410== by 0x40D3A63: X11_VideoInit (SDL_x11video.c:574)
==8410== by 0x40BF032: SDL_VideoInit (SDL_video.c:246)
==8410== by 0x4091C17: SDL_InitSubSystem (SDL.c:70)
==8410== by 0x4091C76: SDL_Init (SDL.c:162)
==8410== by 0x8049C33: AGEGame::createEnv(int, int, int, int, char*, unsigned, int, char**) (AGE_core.cpp:65)
==8410== by 0x804A31A: main (prueba2.cpp:183)

And here is the function createEng, when I don't found any error.

void AGEGame::createEnv (int x, int y, int w, int h, char *name, unsigned int mode, int argc, char* argv[]) {
/*glutInit(&argc, argv);
const SDL_VideoInfo *info = SDL_GetVideoInfo( );
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
screen = SDL_SetVideoMode(w, h, info->vfmt->BitsPerPixel, SDL_OPENGL);

istimer = false;
env = true;
xpos = x;
ypos = y;
height = h;
width = w;
game_name = name;
gmode = mode;

Thanks and, again, excuse my english.

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Yes! It was! Thanks :D

But, now I've another problem X(. The program runs, but nothing is drawn. I think is a problem with the function SDL_GL_SwapBuffers(); but I don't know when.

==9898== Address 0x69a4da8 is 0 bytes after a block of size 24 alloc'd
==9898== at 0x4025D2E: malloc (vg_replace_malloc.c:207)
==9898== by 0x4B23D0C: _mesa_malloc (in /usr/lib/dri/
==9898== by 0x4B23D55: _mesa_strdup (in /usr/lib/dri/
==9898== by 0x4BAB9E7: _mesa_program_state_string (in /usr/lib/dri/
==9898== by 0x4BA7DFB: _mesa_add_state_reference (in /usr/lib/dri/
==9898== by 0x4AD7037: (within /usr/lib/dri/
==9898== by 0x4AD94FF: (within /usr/lib/dri/
==9898== by 0x4ADC0D5: (within /usr/lib/dri/
==9898== by 0x4AD1C23: brw_validate_state (in /usr/lib/dri/
==9898== by 0x4AC5E0C: (within /usr/lib/dri/
==9898== by 0x4AC60C6: brw_draw_prims (in /usr/lib/dri/
==9898== by 0x4B6DC84: vbo_exec_vtx_flush (in /usr/lib/dri/
==9898== Syscall param ioctl(generic) points to uninitialised byte(s)
==9898== at 0x4000832: (within /lib/
==9898== by 0x4AAA5F0: LOCK_HARDWARE (in /usr/lib/dri/
==9898== by 0x4AA6E42: intelCopyBuffer (in /usr/lib/dri/
==9898== by 0x4AA961F: intelSwapBuffers (in /usr/lib/dri/
==9898== by 0x4AA05A6: (within /usr/lib/dri/
==9898== by 0x4041958: glXSwapBuffers (in /usr/lib/
==9898== by 0x40CC794: X11_GL_SwapBuffers (SDL_x11gl.c:444)
==9898== by 0x40BCEB0: SDL_GL_SwapBuffers (SDL_video.c:1524)
==9898== by 0x8049DA6: AGEGame::mainLoop() (AGE_core.cpp:17)
==9898== by 0x8049E88: AGEGame::initGame() (AGE_core.cpp:92)
==9898== by 0x804A3EE: main (prueba2.cpp:191)
==9898== Address 0xbea5d624 is on thread 1's stack

And the code...

void AGEGame::mainLoop () {
clock_t endwait,startwait;

render_function ();

endwait = clock () + timer * (CLOCKS_PER_SEC/1000.0);

while (can) { //While the game is playing
handleEvents ();
if (clock () >= endwait) {
if (istimer) { //if isn't paused
timer_function (); //Refresh screen scene data
render_function (); //Draw scene
SDL_GL_SwapBuffers(); //Refresh screen
endwait = clock () + timer * (CLOCKS_PER_SEC/1000.0);

Thanks again :).

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Excuse me for double posting.

I've solved my problem. Just I forgot call the function to manage reshapping, that GLUT calls automatically. Now the programs runs well and better :D


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