[sldev] Any OpenGL expert could comment on VWR-5077?
Dave Parks
davep at lindenlab.com
Tue Feb 26 12:33:18 PST 2008
OpenGL calls should only be called from a single thread (the main
thread) in Second Life. glClear is called from several places in the
code to clear various buffers. The only possible explanation for an
infinite loop in glClear or SwapBuffers is a driver bug. I see from the
log you're running 6.14.10 drivers. You can download 14.25.50 drivers here:
http://downloadcenter.intel.com/Product_Filter.aspx?ProductID=1764&lang=eng
That being said, I'm still getting crashes on Intel 965 with the latest
drivers, but in calls to glDrawRangeElements.
Mike Monkowski wrote:
> I'm looking into crashes with Intel graphics chipsets. I've posted
> four sets of diagnostics at
> http://jira.secondlife.com/browse/VWR-5077 In all cases, it crashed
> the display driver and left the OpenGL driver spinning in loops.
>
> Intel support says they do not support Second Life even though they
> have a forum dedicated to Second Life, and in the forum they say to
> contact support if you have any problems. Go figure.
>
> It appears that the crash was caused by calls to glClear and
> SwapBuffers. I have two instances of each. I know basically what
> these functions are supposed to do, but I wonder if anyone familiar
> with OpenGL could tell me where to look to find the root cause of the
> problem.
>
> Note that the viewer does not crash every time, and in fact, I haven't
> figured out how to reproducably get it to crash. So most of the time,
> it works. And apparently with other vendor's graphics cards, it
> always works. I'm guessing that it's a problem with threads stomping
> on each other. It may be threads within the OpenGL driver, though.
>
> So my specific questions are: Where do glClear and SwapBuffers look
> to find their parameters for clearing and swapping? Are OpenGL
> functions being called from more than one thread in SecondLife? Has
> anyone seen anything like this before?
>
> Mike
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