最近每当我运行OpenGL游戏时,我都会遇到这个奇怪的错误:
我在OS X上。
这个错误是什么意思?
#
# A fatal error has been detected by the Java Runtime Environment:
#
# SIGSEGV (0xb) at pc=0x00000001276eff9f, pid=461, tid=5379
#
# JRE version: Java(TM) SE Runtime Environment (8.0_11-b12) (build 1.8.0_11-b12)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.11-b03 mixed mode bsd-amd64 compressed oops)
# Problematic frame:
# C [GLEngine+0x15bf9f] gleRunVertexSubmitImmediate+0x27ef
#
# Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again
#
# An error report file with more information is saved as:
# /Users/amit/workspace/Evox Voxel Engine GL 2.1/hs_err_pid461.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
每当我绘制时都会生成此错误:
GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount,
GL11.GL_UNSIGNED_INT, 0);
答案 0 :(得分:0)
这是我的问题:
我正在使用全局指数VBO用于所有块,因为我认为如果我绘制的指数比我实际拥有的多一些并不重要。事实证明这导致某种缓冲区溢出或读/写无效地址导致整个游戏崩溃。
因此,本课程总是完全计算您对EACH对象的索引数量,然后将其提供给draw方法,否则可能会导致奇怪的行为。
另一个可能的问题是你的索引VBO受其类型的限制,例如byte / short / int。如果索引超过byte / short / int可以容纳的数量,这可能会导致游戏崩溃。
快乐的节目。