Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AeroShark333

Pages: 1 ... 3 4 [5] 6 7 ... 10
61
Support / Re: Strange Fatal Error
« on: October 11, 2016, 09:42:11 pm »
"Can you still confirm that it goes away when not blitting anything at all (that includes lens flares)?"
For the TestCaseRenderer I tried to launch the renderer 25 times with all blitting commented (the testcaserenderer didn't have a lens flare): 0 crashes.

For the LiveWallpaperRenderer (which I use in my app) I tried commenting out blitting and lensflare calls: still crashes.
The only thing that seems to make crashes muuuch less common in the LiveWallpaperRenderer is to disable clouds and moon (I don't know why particularly these Object3D's...) or using Low/Ultra/Extreme polygon model seems to make crashes less likely to happen.

I actually doubt blitting is the real cause because the problem persists on the LiveWallpaperRenderer with all blitting disabled...

I tried to use the Config.blittingMode for 1, 2, 5, 6 and 8 in the TestCaseRenderer. Nothing helped, they all crashed...

62
Support / Re: Strange Fatal Error
« on: October 11, 2016, 03:38:11 pm »
Hmmm... Did you try to set the "Model Geometry Quality" to "High"? (for me this settings seems to make the crash more likely to happen)

I looked into the crashreports of my other app (the Skin Viewer 3D app) and it got reports of fatal signals as well... However, never this code=2 one.

Do I have something running in the background?
GL debugging hook app: Nope. (I did enable to log GL traces in Developers Options for the logs, but it's off now)
Some magic memory cleaner: Nope. My stock OS will tell me when some background app/process is using a lot of battery... but it won't close the app, just notify only.
Virus scanner: Nope.

________

In meanwhile, I've been trying to scrap things from the testcaserenderer to see where the crash does appear and where it does not.
And I got something that might be interesting to you.

This is part of the code I used in the first test in onDrawFrame:
Code: [Select]
// 2D background
//if (settings.background_3D_enabled) {
// BG must have been loaded by now
// Blit background texture
final Texture bg = textureManager.getTexture("bg");
frameBuffer.blit(bg, 0, 0, 0, 0, bg.getWidth(),
bg.getHeight(), frameBuffer.getWidth(),
frameBuffer.getHeight(), -1, false);
//}

// World renderer
world.renderScene(frameBuffer);
world.draw(frameBuffer);

// Framebuffer updater
frameBuffer.display();
Runs: 10 times
Crashes: 9 times

Now test 2 with the following code:
Code: [Select]
// 2D background
//if (settings.background_3D_enabled) {
// BG must have been loaded by now
// Blit background texture
final Texture bg = textureManager.getTexture("bg");
//frameBuffer.blit(bg, 0,
bg.getHeight();
//, 0, 0,
bg.getWidth();
//,
bg.getHeight();//,
frameBuffer.getWidth();
//,
frameBuffer.getHeight();
//, -1, false);
//}

// World renderer
world.renderScene(frameBuffer);
world.draw(frameBuffer);

// Framebuffer updater
frameBuffer.display();
Runs: 10 times
Crashes: 0 times

Is there something wrong with blitting? Because this does make me think there is something wrong...

And while Google'ing around, I found this: http://stackoverflow.com/questions/10183861/android-why-im-getting-fatal-signal
Could this be any interesting to you?

________________

I guess blitting might not be the issue after all... but it seems to affect World.draw I think:
Code: [Select]
System.out.println("ERROR_1");

// 2D background
// if (settings.background_3D_enabled) {
// BG must have been loaded by now
// Blit background texture
final Texture bg = textureManager.getTexture("bg");
frameBuffer.blit(bg, 0, 0, 0, 0, bg.getWidth(), bg.getHeight(),
frameBuffer.getWidth(), frameBuffer.getHeight(), -1, false);
// }

System.out.println("ERROR_2");

// World renderer
world.renderScene(frameBuffer);

System.out.println("ERROR_3");

world.draw(frameBuffer);

System.out.println("ERROR_4");
// Framebuffer updater
frameBuffer.display();

System.out.println("ERROR_5");

Log:
Code: [Select]
10-11 16:42:55.681: I/System.out(16822): ERROR_1
10-11 16:42:55.683: W/jPCT-AE(16822): [ 1476196975683 ] - WARNING: Texture's size is 512/256, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-11 16:42:55.747: I/System.out(16822): ERROR_2
10-11 16:42:55.752: I/System.out(16822): ERROR_3
10-11 16:42:55.752: I/jPCT-AE(16822): Compiling shader program!
10-11 16:42:55.787: I/jPCT-AE(16822): Handles of 9: 4/1/5
10-11 16:42:55.788: I/jPCT-AE(16822): Creating buffers...
10-11 16:42:55.788: I/jPCT-AE(16822): VBO created for object 'object0'
10-11 16:42:55.853: W/google-breakpad(16822): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-11 16:42:55.853: W/google-breakpad(16822): Chrome build fingerprint:
10-11 16:42:55.854: W/google-breakpad(16822): 3.8
10-11 16:42:55.854: W/google-breakpad(16822): 16
10-11 16:42:55.854: W/google-breakpad(16822): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-11 16:42:55.856: A/libc(16822): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74981000 in tid 16921 (GLThread 21625)
As you can see, the app stops at World.draw and doesn't print 'ERROR_4'

63
Support / Re: Strange Fatal Error
« on: October 11, 2016, 12:43:47 am »
'Force' closing and then retrying it seems to help as well for me to reproduce this error after launching it again. (in the newer Android versions this is usually quite easier to do by opening recently used apps list and then swiping the app away)

I'm already calling World.compileAllObjects() before rendering the first frame... well partially, if you meant rendering the first frame of the world because I already do blit a loading screen before that. (I think it's the same in the testcase)
Basically how I do this:
-> Load objects and much info in the Renderer's constructor
-> Initialize framebuffer in onSurfaceChanged
-> Before leaving the onSurfaceChanged method, I start a new Thread to load textures
-> The app will already start onDrawFrame methods (it will just use the framebuffer to blit a loading screen here), but due to checking if the above mentioned Thread.isAlive() it won't start rendering the world and drawing the world.
-> When textures are loaded, the objects are first added to the world (in the Thread).
-> Then I call World.buildAllObjects() (in the Thread).
-> Then I call World.compileAllObjects() (still in the Thread), and the Thread dies after this.
-> So basically the onDrawFrame can now continue with the World rendering and drawing, but it just crashes instead (or crashes after a while).

I also tried to NOT make the thing Thread'ed. So it would just basically do the things that would now happen in the Thread in onSurfaceChanged, but it doesn't give a difference except that the onDrawFrame is now being blocked... And it will still crash.

_________________________
EDIT:
I tried Object3D.shareCompiledData(obj) in the hope it would fix something using (this will happen before World.buildAllObjects() is called in the Thread but this will happen in the Thread):
Code: [Select]
//final Enumeration<Object3D> objs = world.getObjects();
//while (objs.hasMoreElements()) {
// final Object3D beep = objs.nextElement();
// if (beep != earth) {
// beep.shareCompiledData(earth);
// }
//}
Buuut nope...
I just reverted that (commented it out) because the scaling seems messed up when I use that and it didn't fix anything anyway...
(scaling is probably my fault... but it didn't fix anything... so yeah, just reverted it)

Logs nonetheless:
Code: [Select]
10-11 01:20:36.491: I/jPCT-AE(28612): Loading Texture...
10-11 01:20:36.491: I/jPCT-AE(28612): Texture loaded...524288 bytes/512*256 pixels!
10-11 01:20:37.314: I/jPCT-AE(28612): Loading Texture...
10-11 01:20:37.315: I/jPCT-AE(28612): Texture loaded...524288 bytes/512*256 pixels!
10-11 01:20:37.397: I/jPCT-AE(28612): Loading Texture...
10-11 01:20:37.398: I/jPCT-AE(28612): Texture loaded...32768 bytes/128*64 pixels!
10-11 01:20:37.503: I/jPCT-AE(28612): Loading Texture...
10-11 01:20:37.504: I/jPCT-AE(28612): Texture loaded...32768 bytes/128*64 pixels!
10-11 01:20:37.556: I/jPCT-AE(28612): Tangent vectors calculated in 33ms!
10-11 01:20:37.574: I/jPCT-AE(28612): Compiling object object5/com.threed.jpct.Object3D@69b02d9!
10-11 01:20:37.575: I/jPCT-AE(28612): Compiling source object...
10-11 01:20:37.696: I/jPCT-AE(28612): Subobject of object 2/object0 compiled to indexed fixed point data using 23997/4186 vertices in 112ms!
10-11 01:20:37.711: I/jPCT-AE(28612): Subobject of object 2/object0 compiled to indexed fixed point data using 3075/662 vertices in 14ms!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 2/object0 compiled to 2 subobjects in 137ms!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 3/object5 precompiled!
10-11 01:20:37.712: I/jPCT-AE(28612): Compiling object object9/com.threed.jpct.Object3D@a58a09b!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 7/object9 precompiled!
10-11 01:20:37.712: I/jPCT-AE(28612): Compiling object object0/com.threed.jpct.Object3D@b8dcc38!
10-11 01:20:37.712: I/jPCT-AE(28612): Compiling object object8/com.threed.jpct.Object3D@ae93411!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 6/object8 precompiled!
10-11 01:20:37.712: I/jPCT-AE(28612): Compiling object object6/com.threed.jpct.Object3D@94e8976!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 4/object6 precompiled!
10-11 01:20:37.712: I/jPCT-AE(28612): Compiling object object7/com.threed.jpct.Object3D@b96ab77!
10-11 01:20:37.712: I/jPCT-AE(28612): Object 5/object7 precompiled!
10-11 01:20:37.739: W/jPCT-AE(28612): [ 1476141637739 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-11 01:20:37.882: I/jPCT-AE(28612): Compiling shader program!
10-11 01:20:37.883: I/jPCT-AE(28612): Handles of 9: 1/0/-1
10-11 01:20:37.884: I/jPCT-AE(28612): Creating buffers...
10-11 01:20:37.886: I/jPCT-AE(28612): VBO created for object 'object0'
10-11 01:20:37.887: I/jPCT-AE(28612): Object 'object5' shares VBOs (2/1) with object 'object0'
10-11 01:20:37.887: I/jPCT-AE(28612): Creating buffers...
10-11 01:20:37.887: I/jPCT-AE(28612): VBO created for object 'object0'
10-11 01:20:37.887: I/jPCT-AE(28612): Object 'object5' shares VBOs (7/6) with object 'object0'
10-11 01:20:37.888: I/jPCT-AE(28612): Object 'object5' shares compiled data with object 'object0'
10-11 01:20:37.888: W/jPCT-AE(28612): [ 1476141637888 ] - WARNING: Texture's size is 512/256, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-11 01:20:37.917: I/jPCT-AE(28612): Compiling shader program!
10-11 01:20:37.919: I/jPCT-AE(28612): Handles of 12: 5/1/4
10-11 01:20:37.921: W/jPCT-AE(28612): [ 1476141637921 ] - WARNING: Texture's size is 512/256, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-11 01:20:37.950: I/jPCT-AE(28612): Compiling shader program!
10-11 01:20:37.952: I/jPCT-AE(28612): Handles of 15: 4/1/5
10-11 01:20:37.953: I/jPCT-AE(28612): Object 'object8' shares VBOs (2/1) with object 'object0'
10-11 01:20:37.953: I/jPCT-AE(28612): Object 'object8' shares VBOs (7/6) with object 'object0'
10-11 01:20:37.953: I/jPCT-AE(28612): Object 'object8' shares compiled data with object 'object0'
10-11 01:20:38.030: W/google-breakpad(28612): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-11 01:20:38.030: W/google-breakpad(28612): Chrome build fingerprint:
10-11 01:20:38.030: W/google-breakpad(28612): 3.8
10-11 01:20:38.030: W/google-breakpad(28612): 16
10-11 01:20:38.030: W/google-breakpad(28612): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-11 01:20:38.030: A/libc(28612): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x7498a000 in tid 28721 (GLThread 17228)
10-11 01:20:39.797: W/System(28734): ClassLoader referenced unknown path: /data/app/com.aeroshark333.earthify3d-2/lib/arm64
10-11 01:20:39.831: D/SensorManager(28734): com.aeroshark333.earthify3d --- call SystemSensorManager
10-11 01:20:39.832: W/SensorManager(28734): xym---android_hardware_SensorManager.cpp  nativeClassInit

64
Support / Re: Strange Fatal Error
« on: October 11, 2016, 12:17:11 am »
Hmm, well I remember having the exact same issue on my previous phone (which coincidentally also has an Andreno GPU)
It was less likely for me to be able to reproduce the problem with this testcase, 9 out of 10 times it would work normally...
While in my normal application it's the other way around, it won't work 9 out of 10 times with specific settings.
For some reason using a higher poly model than the one I sent in my last post makes crashing seem less likely.
But also using a very low poly model seems to make crashing less likely on my device.

Errr, sorry for messing up the shaders, I sent the wrong one... But shouldn't really matter anyway I guess.

But yeah, this is the only application I'm experiencing such weird issues with...
Your Naroth game works fine :) I remember it also worked just fine on my HTC Desire 826 in the past.

I could send you an APK of my full app in PM in the hope you will be able to reproduce the bug...
And perhaps send you the majority of the project in PM as well if you are able to reproduce it.

65
Support / Re: Strange Fatal Error
« on: October 10, 2016, 10:06:40 pm »
Euh, SensorManager is an Android thingy to control certain sensors in devices; such as gyroscope/accelerometer/compass etc...
I tried to make a testcase without any luck... so instead I decided to use the original code and scrap as much as possible from it while still being able to recreate the error.

So is the snippet for the activity class, should work in onCreate():
Code: [Select]
final GLSurfaceView viewer = new GLSurfaceView(this);
viewer.setEGLContextClientVersion(2);
this.setContentView(viewer);
viewer.setRenderer(new TestCaseRenderer(this,true));

And here is the link to the testcase files: https://dl.dropboxusercontent.com/u/47988037/Android/Earthify%203D/v3.8.0/beta2/testcase.zip
The ZIP file includes:
- 1 Java file (I kind of merged some classes within the class itself (in the original these classes would be there in a seperate Java file) but this shouldn't be a problem in my eyes...)
- 6 shaders (3 x fragment and 3 x vertex)
- 1 texture (apparently I can still recreate the crash with only one texture applied to the objects)
- 1 serialized model file (created using jPCT desktop version)
Note: There are probably two lines you might need to change when testing this Java file yourself, which is the package/first line and an import line.

And my crashlog using this testcase (would be pretty useless if the testcase didn't crash  ::) ):
Code: [Select]
10-10 22:08:33.029: I/jPCT-AE(12481): Adding Lightsource: 0
10-10 22:08:33.138: I/jPCT-AE(12481): No octree found in serialized data!
10-10 22:08:33.198: I/jPCT-AE(12481): GL context is 148408143
10-10 22:08:33.201: I/jPCT-AE(12481): Initializing GL20 render pipeline...
10-10 22:08:33.202: I/jPCT-AE(12481): Accessing shaders via JAR!
10-10 22:08:33.202: I/jPCT-AE(12481): Loading default shaders !
10-10 22:08:33.202: I/jPCT-AE(12481): 0 shaders in replacement map!
10-10 22:08:33.202: I/jPCT-AE(12481): Default fragment shader is: /defaultFragmentShader.src
10-10 22:08:33.202: I/jPCT-AE(12481): Loading /defaultFragmentShader.src
10-10 22:08:33.237: I/jPCT-AE(12481): Loading file from InputStream
10-10 22:08:33.238: I/jPCT-AE(12481): Text file from InputStream loaded...2416 bytes
10-10 22:08:33.238: I/jPCT-AE(12481): Default vertex shader is: /defaultVertexShader.src
10-10 22:08:33.238: I/jPCT-AE(12481): Loading /defaultVertexShader.src
10-10 22:08:33.240: I/jPCT-AE(12481): Loading file from InputStream
10-10 22:08:33.240: I/jPCT-AE(12481): Text file from InputStream loaded...5290 bytes
10-10 22:08:33.240: I/jPCT-AE(12481): Shader forced to use high precision!
10-10 22:08:33.240: I/jPCT-AE(12481): Compiling shader program!
10-10 22:08:33.244: I/jPCT-AE(12481): Handles of 3: 4/1/5
10-10 22:08:33.245: I/jPCT-AE(12481): Loading default shaders (Tex0Amb)!
10-10 22:08:33.245: I/jPCT-AE(12481): 0 shaders in replacement map!
10-10 22:08:33.245: I/jPCT-AE(12481): Default fragment shader is: /defaultFragmentShader.src
10-10 22:08:33.245: I/jPCT-AE(12481): Loading /defaultFragmentShaderTex0Amb.src
10-10 22:08:33.247: I/jPCT-AE(12481): Loading file from InputStream
10-10 22:08:33.247: I/jPCT-AE(12481): Text file from InputStream loaded...199 bytes
10-10 22:08:33.247: I/jPCT-AE(12481): Default vertex shader is: /defaultVertexShader.src
10-10 22:08:33.248: I/jPCT-AE(12481): Loading /defaultVertexShaderTex0Amb.src
10-10 22:08:33.249: I/jPCT-AE(12481): Loading file from InputStream
10-10 22:08:33.249: I/jPCT-AE(12481): Text file from InputStream loaded...757 bytes
10-10 22:08:33.249: I/jPCT-AE(12481): Compiling shader program!
10-10 22:08:33.251: I/jPCT-AE(12481): Handles of 6: 1/0/-1
10-10 22:08:33.252: I/jPCT-AE(12481): GL20 render pipeline initialized!
10-10 22:08:33.253: W/jPCT-AE(12481): [ 1476130113253 ] - WARNING: OpenGL vendor:     Qualcomm
10-10 22:08:33.253: W/jPCT-AE(12481): [ 1476130113253 ] - WARNING: OpenGL renderer:   Adreno (TM) 530
10-10 22:08:33.253: W/jPCT-AE(12481): [ 1476130113253 ] - WARNING: OpenGL version:    OpenGL ES 3.1 V@145.0 (GIT@If004e8f803)
10-10 22:08:33.253: W/jPCT-AE(12481): [ 1476130113253 ] - WARNING: OpenGL renderer initialized (using 4/16 texture stages)
10-10 22:08:33.266: I/jPCT-AE(12481): Memory usage before compacting: 9502 KB used out of 9712 KB. Max. memory available to the VM is 524288 KB.
10-10 22:08:33.268: I/art(12481): Starting a blocking GC Explicit
10-10 22:08:33.284: I/art(12481): Explicit concurrent mark sweep GC freed 12553(961KB) AllocSpace objects, 11(384KB) LOS objects, 39% free, 7MB/13MB, paused 177us total 16.408ms
10-10 22:08:33.285: I/art(12481): Starting a blocking GC Explicit
10-10 22:08:33.298: I/art(12481): Explicit concurrent mark sweep GC freed 164(12KB) AllocSpace objects, 1(144KB) LOS objects, 40% free, 7MB/12MB, paused 163us total 12.086ms
10-10 22:08:33.449: I/jPCT-AE(12481): Memory usage after compacting: 7986 KB used out of 13305 KB. Max. memory available to the VM is 524288 KB.
10-10 22:08:33.449: I/art(12481): Starting a blocking GC Explicit
10-10 22:08:33.500: I/art(12481): Explicit concurrent mark sweep GC freed 19(1984B) AllocSpace objects, 0(0B) LOS objects, 40% free, 7MB/12MB, paused 486us total 49.974ms
10-10 22:08:33.655: I/jPCT-AE(12481): Loading Texture...
10-10 22:08:33.657: I/jPCT-AE(12481): Texture loaded...524288 bytes/512*256 pixels!
10-10 22:08:33.674: I/jPCT-AE(12481): Tangent vectors calculated in 14ms!
10-10 22:08:33.679: I/jPCT-AE(12481): Compiling object object0/com.threed.jpct.Object3D@d0cd6ba!
10-10 22:08:33.741: I/jPCT-AE(12481): Subobject of object 2/object0 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-10 22:08:33.742: I/jPCT-AE(12481): Object 2/object0 compiled to 1 subobjects in 63ms!
10-10 22:08:33.742: I/jPCT-AE(12481): Compiling object object6/com.threed.jpct.Object3D@5c0496b!
10-10 22:08:33.803: I/jPCT-AE(12481): Subobject of object 4/object6 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-10 22:08:33.803: I/jPCT-AE(12481): Object 4/object6 compiled to 1 subobjects in 61ms!
10-10 22:08:33.803: I/jPCT-AE(12481): Compiling object object5/com.threed.jpct.Object3D@d000cc8!
10-10 22:08:33.865: I/jPCT-AE(12481): Subobject of object 3/object5 compiled to indexed fixed point data using 11904/2143 vertices in 58ms!
10-10 22:08:33.865: I/jPCT-AE(12481): Object 3/object5 compiled to 1 subobjects in 62ms!
10-10 22:08:33.886: W/jPCT-AE(12481): [ 1476130113886 ] - WARNING: Texture's size is 512/256, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-10 22:08:33.944: I/jPCT-AE(12481): Compiling shader program!
10-10 22:08:33.986: I/jPCT-AE(12481): Handles of 9: 4/1/5
10-10 22:08:33.988: I/jPCT-AE(12481): Creating buffers...
10-10 22:08:33.992: I/jPCT-AE(12481): VBO created for object 'object5'
10-10 22:08:34.085: W/google-breakpad(12481): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 22:08:34.085: W/google-breakpad(12481): Chrome build fingerprint:
10-10 22:08:34.085: W/google-breakpad(12481): 3.8
10-10 22:08:34.085: W/google-breakpad(12481): 16
10-10 22:08:34.085: W/google-breakpad(12481): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 22:08:34.085: A/libc(12481): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74980000 in tid 12744 (GLThread 16201)

The device I tested on:
ZTE Axon 7
4GB RAM
Snapdragon 820 @ 2.15 GHz
GPU: Andreno 530

So I also tried Google'ing around but no luck...
I don't know if this discussion could be interesting to you:
https://groups.google.com/forum/#!topic/android-developers/h4J5M9xzRsY

66
Support / Re: Strange Fatal Error
« on: October 10, 2016, 04:07:22 pm »
Well it only seems to crash whenever I add one of the two Object3D's to the world (and if they are visible)... Like I tried to describe in my previous post...
I don't really understand what makes these Object3D's so special from the other Object3D's... :/
Settings Config.useVBO = false didn't fix the issue...

Here is a bigger log with OpenGL calls:
Code: [Select]
10-10 15:49:03.867: I/jPCT-AE(18436): Creating buffers...
10-10 15:49:03.867: D/libEGL(18436): glGetError();
10-10 15:49:03.867: D/libEGL(18436): glGenBuffers(1, (GLuint *) 0xaa9acc30);
10-10 15:49:03.867: D/libEGL(18436): glGetError();
10-10 15:49:03.867: D/libEGL(18436): glGenBuffers(1, (GLuint *) 0xaa9acc30);
10-10 15:49:03.867: D/libEGL(18436): glGetError();
10-10 15:49:03.867: D/libEGL(18436): glGenBuffers(1, (GLuint *) 0xaa9acc30);
10-10 15:49:03.867: D/libEGL(18436): glGetError();
10-10 15:49:03.867: D/libEGL(18436): glGenBuffers(1, (GLuint *) 0xaa9acc30);
10-10 15:49:03.867: D/libEGL(18436): glGetError();
10-10 15:49:03.867: D/libEGL(18436): glGenBuffers(1, (GLuint *) 0xaa9acc30);
10-10 15:49:03.867: D/libEGL(18436): glBindBuffer(0x8892, 1);
10-10 15:49:03.867: D/libEGL(18436): glBufferData(0x8892, 25716, (const void *) 0x78d58010, 0x88e4);
10-10 15:49:03.868: D/libEGL(18436): glBindBuffer(0x8892, 2);
10-10 15:49:03.871: D/libEGL(18436): glBufferData(0x8892, 25716, (const void *) 0x78d66010, 0x88e4);
10-10 15:49:03.872: D/libEGL(18436): glBindBuffer(0x8892, 3);
10-10 15:49:03.875: D/libEGL(18436): glBufferData(0x8892, 34288, (const void *) 0x78d74010, 0x88e4);
10-10 15:49:03.876: D/libEGL(18436): glBindBuffer(0x8892, 4);
10-10 15:49:03.879: D/libEGL(18436): glBufferData(0x8892, 17144, (const void *) 0x78d86010, 0x88e4);
10-10 15:49:03.880: D/libEGL(18436): glBindBuffer(0x8892, 0);
10-10 15:49:03.883: D/libEGL(18436): glBindBuffer(0x8893, 5);
10-10 15:49:03.884: D/libEGL(18436): glBufferData(0x8893, 23808, (const void *) 0x7935b010, 0x88e4);
10-10 15:49:03.884: D/libEGL(18436): glBindBuffer(0x8893, 0);
10-10 15:49:03.887: I/jPCT-AE(18436): VBO created for object 'object17'
10-10 15:49:03.888: D/libEGL(18436): glEnableVertexAttribArray(5);
10-10 15:49:03.888: D/libEGL(18436): glBindBuffer(0x8892, 1);
10-10 15:49:03.888: D/libEGL(18436): glVertexAttribPointer(5, 3, GL_FIXED, GL_FALSE, 12, (const void *) 0x00000000);
10-10 15:49:03.888: D/libEGL(18436): glEnableVertexAttribArray(4);
10-10 15:49:03.888: D/libEGL(18436): glBindBuffer(0x8892, 2);
10-10 15:49:03.888: D/libEGL(18436): glVertexAttribPointer(4, 3, GL_FIXED, GL_FALSE, 12, (const void *) 0x00000000);
10-10 15:49:03.888: D/libEGL(18436): glDisableVertexAttribArray(6);
10-10 15:49:03.888: D/libEGL(18436): glUniform1i(7, 0);
10-10 15:49:03.888: D/libEGL(18436): glActiveTexture(GL_TEXTURE0);
10-10 15:49:03.888: D/libEGL(18436): glEnableVertexAttribArray(0);
10-10 15:49:03.888: D/libEGL(18436): glBindBuffer(0x8892, 4);
10-10 15:49:03.888: D/libEGL(18436): glVertexAttribPointer(0, 2, GL_FIXED, GL_FALSE, 8, (const void *) 0x00000000);
10-10 15:49:03.888: D/libEGL(18436): glBindBuffer(0x8892, 0);
10-10 15:49:03.888: D/libEGL(18436): glBindBuffer(0x8893, 5);
10-10 15:49:03.888: D/libEGL(18436): glDrawElements(GL_TRIANGLES, 11904, GL_UNSIGNED_SHORT, (const void *) 0x00000000);
10-10 15:49:03.958: W/google-breakpad(18436): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 15:49:03.958: W/google-breakpad(18436): Chrome build fingerprint:
10-10 15:49:03.958: W/google-breakpad(18436): 3.8
10-10 15:49:03.958: W/google-breakpad(18436): 16
10-10 15:49:03.958: W/google-breakpad(18436): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 15:49:03.958: A/libc(18436): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74987000 in tid 18820 (GLThread 13921)
10-10 15:49:05.734: W/System(18835): ClassLoader referenced unknown path: /data/app/com.aeroshark333.earthify3d-2/lib/arm64
10-10 15:49:05.763: D/SensorManager(18835): com.aeroshark333.earthify3d --- call SystemSensorManager
10-10 15:49:05.764: W/SensorManager(18835): xym---android_hardware_SensorManager.cpp  nativeClassInit

EDIT: I tried to load the renderer class in a regular (non-live wallpaper) activity, but the same error occurs there as well...
So I doubt it actually is the live wall-paper now...

67
Support / Re: Strange Fatal Error
« on: October 10, 2016, 12:22:53 pm »
Well, I got no clue what both of those messages mean.
However, they do appear with the fatal signal crashmessage only, yes.
Though, both of these messages you quoted do not have to appear necessarily and it will still crash with a fatal signal. (example: second log in reply #4)

I've also posted a similar log before apparently; see reply #7 on http://www.jpct.net/forum2/index.php/topic,4669.0.html
In some way it looks similar, but that is another device however. (HTC Desire 826)
I'm currently using a ZTE Axon 7 because that other phone broke.

And yes, this app is a live wallpaper.
Some info:
All objects (about 5 or 6) use the same model/mesh using "new Object3D(anotherObj, true);"
These are basically spherical objects as the app shows a small part of the solar system.
The crash happens when I launch a preview activity of the live wallpaper from the mainactivity but also when the live wallpaper is applied, it still happens.

I tried to mess around with the app earlier... And it seems that when 2 objects are added to the world, the crash happens. It doesn't matter which of the two. It doesn't matter if I set a texture for them or not. It doesn't seem to matter when they are added (before or during runtime). Once one of both is added AND is visible: crash.
I couldn't reproduce this for the other objects which use the same mesh... So I'm a bit lost here.

68
Support / Re: Strange Fatal Error
« on: October 10, 2016, 12:02:19 am »
Tried lower resolution textures as well:
Code: [Select]
10-09 23:57:19.946: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:19.947: I/jPCT-AE(2025): Texture loaded...524288 bytes/512*256 pixels!
10-09 23:57:20.726: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:20.726: I/jPCT-AE(2025): Texture loaded...32768 bytes/128*64 pixels!
10-09 23:57:21.642: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:21.642: I/jPCT-AE(2025): Texture loaded...32768 bytes/128*64 pixels!
10-09 23:57:22.470: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:22.472: I/jPCT-AE(2025): Texture loaded...32768 bytes/128*64 pixels!
10-09 23:57:22.553: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:22.556: I/jPCT-AE(2025): Texture loaded...32768 bytes/128*64 pixels!
10-09 23:57:22.662: I/jPCT-AE(2025): Loading Texture...
10-09 23:57:22.665: I/jPCT-AE(2025): Texture loaded...32768 bytes/128*64 pixels!
10-09 23:57:22.718: I/jPCT-AE(2025): Subobject of object 3/object5 compiled to indexed fixed point data using 10440/1889 vertices in 48ms!
10-09 23:57:22.722: I/jPCT-AE(2025): Object 3/object5 compiled to 1 subobjects in 57ms!
10-09 23:57:22.774: I/jPCT-AE(2025): Subobject of object 7/object9 compiled to indexed fixed point data using 10440/1889 vertices in 49ms!
10-09 23:57:22.777: I/jPCT-AE(2025): Object 7/object9 compiled to 1 subobjects in 55ms!
10-09 23:57:22.829: I/jPCT-AE(2025): Subobject of object 2/object4 compiled to indexed fixed point data using 10440/1889 vertices in 48ms!
10-09 23:57:22.832: I/jPCT-AE(2025): Object 2/object4 compiled to 1 subobjects in 55ms!
10-09 23:57:22.885: I/jPCT-AE(2025): Subobject of object 6/object8 compiled to indexed fixed point data using 10440/1889 vertices in 49ms!
10-09 23:57:22.888: I/jPCT-AE(2025): Object 6/object8 compiled to 1 subobjects in 55ms!
10-09 23:57:22.940: I/jPCT-AE(2025): Subobject of object 4/object6 compiled to indexed fixed point data using 10440/1889 vertices in 48ms!
10-09 23:57:22.944: I/jPCT-AE(2025): Object 4/object6 compiled to 1 subobjects in 56ms!
10-09 23:57:22.998: I/jPCT-AE(2025): Subobject of object 5/object7 compiled to indexed fixed point data using 10440/1889 vertices in 51ms!
10-09 23:57:23.000: I/jPCT-AE(2025): Object 5/object7 compiled to 1 subobjects in 56ms!
10-09 23:57:23.021: W/jPCT-AE(2025): [ 1476050243021 ] - WARNING: Texture's size is 128/64, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 23:57:23.029: I/jPCT-AE(2025): Compiling shader program!
10-09 23:57:23.077: I/jPCT-AE(2025): Handles of 9: 4/1/5
10-09 23:57:23.081: I/jPCT-AE(2025): Creating buffers...
10-09 23:57:23.085: I/jPCT-AE(2025): VBO created for object 'object7'
10-09 23:57:23.162: W/google-breakpad(2025): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-09 23:57:23.162: W/google-breakpad(2025): Chrome build fingerprint:
10-09 23:57:23.162: W/google-breakpad(2025): 3.8
10-09 23:57:23.162: W/google-breakpad(2025): 16
10-09 23:57:23.162: W/google-breakpad(2025): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-09 23:57:23.163: A/libc(2025): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74983000 in tid 2335 (GLThread 10534)
10-09 23:57:25.052: W/System(2383): ClassLoader referenced unknown path: /data/app/com.aeroshark333.earthify3d-2/lib/arm64
10-09 23:57:25.093: D/SensorManager(2383): com.aeroshark333.earthify3d --- call SystemSensorManager
10-09 23:57:25.095: W/SensorManager(2383): xym---android_hardware_SensorManager.cpp  nativeClassInit

Lower textures and low poly' model:
Code: [Select]
10-10 00:03:51.768: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:51.768: I/jPCT-AE(8254): Texture loaded...524288 bytes/512*256 pixels!
10-10 00:03:52.548: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:52.549: I/jPCT-AE(8254): Texture loaded...32768 bytes/128*64 pixels!
10-10 00:03:53.464: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:53.464: I/jPCT-AE(8254): Texture loaded...32768 bytes/128*64 pixels!
10-10 00:03:54.302: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:54.306: I/jPCT-AE(8254): Texture loaded...32768 bytes/128*64 pixels!
10-10 00:03:54.386: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:54.389: I/jPCT-AE(8254): Texture loaded...32768 bytes/128*64 pixels!
10-10 00:03:54.497: I/jPCT-AE(8254): Loading Texture...
10-10 00:03:54.500: I/jPCT-AE(8254): Texture loaded...32768 bytes/128*64 pixels!
10-10 00:03:54.504: I/jPCT-AE(8254): Subobject of object 3/object5 compiled to flat fixed point data using 1584/1584 vertices in 3ms!
10-10 00:03:54.507: I/jPCT-AE(8254): Object 3/object5 compiled to 1 subobjects in 7ms!
10-10 00:03:54.510: I/jPCT-AE(8254): Subobject of object 7/object9 compiled to flat fixed point data using 1584/1584 vertices in 3ms!
10-10 00:03:54.510: I/jPCT-AE(8254): Object 7/object9 compiled to 1 subobjects in 3ms!
10-10 00:03:54.513: I/jPCT-AE(8254): Subobject of object 2/object0 compiled to flat fixed point data using 1584/1584 vertices in 2ms!
10-10 00:03:54.513: I/jPCT-AE(8254): Object 2/object0 compiled to 1 subobjects in 3ms!
10-10 00:03:54.516: I/jPCT-AE(8254): Subobject of object 6/object8 compiled to flat fixed point data using 1584/1584 vertices in 3ms!
10-10 00:03:54.516: I/jPCT-AE(8254): Object 6/object8 compiled to 1 subobjects in 3ms!
10-10 00:03:54.518: I/jPCT-AE(8254): Subobject of object 4/object6 compiled to flat fixed point data using 1584/1584 vertices in 2ms!
10-10 00:03:54.518: I/jPCT-AE(8254): Object 4/object6 compiled to 1 subobjects in 2ms!
10-10 00:03:54.521: I/jPCT-AE(8254): Subobject of object 5/object7 compiled to flat fixed point data using 1584/1584 vertices in 2ms!
10-10 00:03:54.524: I/jPCT-AE(8254): Object 5/object7 compiled to 1 subobjects in 6ms!
10-10 00:03:54.555: W/jPCT-AE(8254): [ 1476050634555 ] - WARNING: Texture's size is 128/64, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-10 00:03:54.565: I/jPCT-AE(8254): Compiling shader program!
10-10 00:03:54.648: I/jPCT-AE(8254): Handles of 9: 4/1/5
10-10 00:03:54.654: I/jPCT-AE(8254): Creating buffers...
10-10 00:03:54.659: I/jPCT-AE(8254): VBO created for object 'object7'
10-10 00:03:54.786: W/google-breakpad(8254): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 00:03:54.786: W/google-breakpad(8254): Chrome build fingerprint:
10-10 00:03:54.786: W/google-breakpad(8254): 3.8
10-10 00:03:54.786: W/google-breakpad(8254): 16
10-10 00:03:54.786: W/google-breakpad(8254): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-10 00:03:54.786: A/libc(8254): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74987000 in tid 9363 (GLThread 10578)
10-10 00:03:56.750: W/System(9399): ClassLoader referenced unknown path: /data/app/com.aeroshark333.earthify3d-1/lib/arm64
10-10 00:03:56.782: D/SensorManager(9399): com.aeroshark333.earthify3d --- call SystemSensorManager
10-10 00:03:56.783: W/SensorManager(9399): xym---android_hardware_SensorManager.cpp  nativeClassInit

Sooo... now this doesn't really make sense to me :/
I guess I am doing something wrong...

EDIT:
I'm starting to suspect my custom shaders...
The app doesn't seem to crash with the default shaders however my custom shaders don't give any compiling errors...

EDIT2:
Nevermind, the crash can apparently also happen with default shaders... but the crash only seems to be there for a few object3d's...

69
Support / Re: Strange Fatal Error
« on: October 09, 2016, 12:47:14 pm »
After this, I (force) closed the app and tried to launch it again (settings unchanged):
Code: [Select]
10-09 12:37:11.823: I/jPCT-AE(4240): Loading Texture...
10-09 12:37:11.824: I/jPCT-AE(4240): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:37:13.358: I/jPCT-AE(4240): Loading Texture...
10-09 12:37:13.360: I/jPCT-AE(4240): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:37:14.488: I/jPCT-AE(4240): Loading Texture...
10-09 12:37:14.491: I/jPCT-AE(4240): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:37:14.645: I/jPCT-AE(4240): Loading Texture...
10-09 12:37:14.650: I/jPCT-AE(4240): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:37:14.765: I/jPCT-AE(4240): Loading Texture...
10-09 12:37:14.765: I/jPCT-AE(4240): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:37:14.827: I/jPCT-AE(4240): Subobject of object 3/object5 compiled to indexed fixed point data using 11904/2143 vertices in 55ms!
10-09 12:37:14.829: I/jPCT-AE(4240): Object 3/object5 compiled to 1 subobjects in 62ms!
10-09 12:37:14.889: I/jPCT-AE(4240): Subobject of object 7/object9 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:37:14.892: I/jPCT-AE(4240): Object 7/object9 compiled to 1 subobjects in 63ms!
10-09 12:37:14.974: I/jPCT-AE(4240): Subobject of object 2/object0 compiled to indexed fixed point data using 11904/2143 vertices in 69ms!
10-09 12:37:14.977: I/jPCT-AE(4240): Object 2/object0 compiled to 1 subobjects in 85ms!
10-09 12:37:15.037: I/jPCT-AE(4240): Subobject of object 6/object8 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:37:15.040: I/jPCT-AE(4240): Object 6/object8 compiled to 1 subobjects in 63ms!
10-09 12:37:15.099: I/jPCT-AE(4240): Subobject of object 4/object6 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:37:15.102: I/jPCT-AE(4240): Object 4/object6 compiled to 1 subobjects in 62ms!
10-09 12:37:15.161: I/jPCT-AE(4240): Subobject of object 5/object7 compiled to indexed fixed point data using 11904/2143 vertices in 55ms!
10-09 12:37:15.164: I/jPCT-AE(4240): Object 5/object7 compiled to 1 subobjects in 62ms!
10-09 12:37:15.170: W/jPCT-AE(4240): [ 1476009435170 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:37:15.298: I/jPCT-AE(4240): Compiling shader program!
10-09 12:37:15.302: I/jPCT-AE(4240): Handles of 9: 4/1/5
10-09 12:37:15.304: I/jPCT-AE(4240): Creating buffers...
10-09 12:37:15.305: I/jPCT-AE(4240): VBO created for object 'object7'
10-09 12:37:15.432: W/google-breakpad(4240): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-09 12:37:15.432: W/google-breakpad(4240): Chrome build fingerprint:
10-09 12:37:15.432: W/google-breakpad(4240): 3.8
10-09 12:37:15.433: W/google-breakpad(4240): 16
10-09 12:37:15.433: W/google-breakpad(4240): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-09 12:37:15.433: A/libc(4240): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x74988000 in tid 4334 (GLThread 6741)
10-09 12:37:17.303: W/System(4588): ClassLoader referenced unknown path: /data/app/com.aeroshark333.earthify3d-1/lib/arm64
10-09 12:37:17.361: D/SensorManager(4588): com.aeroshark333.earthify3d --- call SystemSensorManager
10-09 12:37:17.364: W/SensorManager(4588): xym---android_hardware_SensorManager.cpp  nativeClassInit

The app always seems to give another/second attempt to restart after a crash; However, then I'll get this error log:
Code: [Select]
10-09 12:37:18.258: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:18.258: I/jPCT-AE(4588): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:37:19.327: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:19.327: I/jPCT-AE(4588): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:37:20.839: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:20.842: I/jPCT-AE(4588): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:37:21.968: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:21.968: I/jPCT-AE(4588): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:37:22.090: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:22.093: I/jPCT-AE(4588): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:37:22.206: I/jPCT-AE(4588): Loading Texture...
10-09 12:37:22.209: I/jPCT-AE(4588): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:37:22.274: I/jPCT-AE(4588): Subobject of object 3/object5 compiled to indexed fixed point data using 11904/2143 vertices in 58ms!
10-09 12:37:22.277: I/jPCT-AE(4588): Object 3/object5 compiled to 1 subobjects in 66ms!
10-09 12:37:22.339: I/jPCT-AE(4588): Subobject of object 7/object9 compiled to indexed fixed point data using 11904/2143 vertices in 58ms!
10-09 12:37:22.342: I/jPCT-AE(4588): Object 7/object9 compiled to 1 subobjects in 65ms!
10-09 12:37:22.426: I/jPCT-AE(4588): Subobject of object 2/object0 compiled to indexed fixed point data using 11904/2143 vertices in 70ms!
10-09 12:37:22.429: I/jPCT-AE(4588): Object 2/object0 compiled to 1 subobjects in 87ms!
10-09 12:37:22.488: I/jPCT-AE(4588): Subobject of object 6/object8 compiled to indexed fixed point data using 11904/2143 vertices in 55ms!
10-09 12:37:22.491: I/jPCT-AE(4588): Object 6/object8 compiled to 1 subobjects in 62ms!
10-09 12:37:22.549: I/jPCT-AE(4588): Subobject of object 4/object6 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:37:22.553: I/jPCT-AE(4588): Object 4/object6 compiled to 1 subobjects in 62ms!
10-09 12:37:22.614: I/jPCT-AE(4588): Subobject of object 5/object7 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:37:22.618: I/jPCT-AE(4588): Object 5/object7 compiled to 1 subobjects in 65ms!
10-09 12:37:22.638: W/jPCT-AE(4588): [ 1476009442638 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:37:22.770: I/jPCT-AE(4588): Compiling shader program!
10-09 12:37:22.774: I/jPCT-AE(4588): Handles of 9: 4/1/5
10-09 12:37:22.777: I/jPCT-AE(4588): Creating buffers...
10-09 12:37:22.777: I/jPCT-AE(4588): VBO created for object 'object7'
10-09 12:37:22.780: A/libc(4588): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x7497b000 in tid 4607 (GLThread 6690)
And there is nothing else after that fatal signal.

For some reason, relaunching the rendering activity after crashes seems to increase chances that the app will work.
But when you force close the app and launch the rendering activity, the chances that the app will crash at first launch are high.

(Please also see my previous posts)

70
Support / Re: Strange Fatal Error
« on: October 09, 2016, 12:43:35 pm »
Logs of the app working normally:
Code: [Select]
10-09 12:34:13.877: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:13.878: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:34:14.943: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:14.943: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:34:16.471: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:16.472: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:34:17.605: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.606: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:34:17.728: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.729: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:34:17.837: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.837: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:34:17.897: I/jPCT-AE(29419): Subobject of object 31/object33 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:34:17.898: I/jPCT-AE(29419): Object 31/object33 compiled to 1 subobjects in 59ms!
10-09 12:34:17.956: I/jPCT-AE(29419): Subobject of object 35/object37 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:34:17.957: I/jPCT-AE(29419): Object 35/object37 compiled to 1 subobjects in 59ms!
10-09 12:34:18.038: I/jPCT-AE(29419): Subobject of object 30/object0 compiled to indexed fixed point data using 11904/2143 vertices in 68ms!
10-09 12:34:18.039: I/jPCT-AE(29419): Object 30/object0 compiled to 1 subobjects in 82ms!
10-09 12:34:18.099: I/jPCT-AE(29419): Subobject of object 34/object36 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:34:18.100: I/jPCT-AE(29419): Object 34/object36 compiled to 1 subobjects in 61ms!
10-09 12:34:18.159: I/jPCT-AE(29419): Subobject of object 32/object34 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:34:18.160: I/jPCT-AE(29419): Object 32/object34 compiled to 1 subobjects in 60ms!
10-09 12:34:18.221: I/jPCT-AE(29419): Subobject of object 33/object35 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-09 12:34:18.222: I/jPCT-AE(29419): Object 33/object35 compiled to 1 subobjects in 62ms!
10-09 12:34:18.243: W/jPCT-AE(29419): [ 1476009258243 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:18.392: I/jPCT-AE(29419): Compiling shader program!
10-09 12:34:18.394: I/jPCT-AE(29419): Handles of 9: 4/1/5
10-09 12:34:18.395: I/jPCT-AE(29419): Creating buffers...
10-09 12:34:18.396: I/jPCT-AE(29419): VBO created for object 'object35'
10-09 12:34:18.397: W/jPCT-AE(29419): [ 1476009258397 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:18.876: I/jPCT-AE(29419): Compiling shader program!
10-09 12:34:18.878: I/jPCT-AE(29419): Handles of 12: 1/0/-1
10-09 12:34:18.878: I/jPCT-AE(29419): Creating buffers...
10-09 12:34:18.879: I/jPCT-AE(29419): VBO created for object 'object33'
10-09 12:34:18.880: W/jPCT-AE(29419): [ 1476009258879 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:25.903: W/jPCT-AE(29419): [ 1476009265903 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!

Code: [Select]
10-09 12:35:43.008: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:43.011: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:35:44.132: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.133: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:35:44.258: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.259: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:35:44.368: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.369: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:35:44.430: I/jPCT-AE(29419): Subobject of object 45/object47 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:35:44.431: I/jPCT-AE(29419): Object 45/object47 compiled to 1 subobjects in 59ms!
10-09 12:35:44.489: I/jPCT-AE(29419): Subobject of object 49/object51 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:35:44.490: I/jPCT-AE(29419): Object 49/object51 compiled to 1 subobjects in 59ms!
10-09 12:35:44.571: I/jPCT-AE(29419): Subobject of object 44/object0 compiled to indexed fixed point data using 11904/2143 vertices in 67ms!
10-09 12:35:44.572: I/jPCT-AE(29419): Object 44/object0 compiled to 1 subobjects in 82ms!
10-09 12:35:44.631: I/jPCT-AE(29419): Subobject of object 48/object50 compiled to indexed fixed point data using 11904/2143 vertices in 55ms!
10-09 12:35:44.632: I/jPCT-AE(29419): Object 48/object50 compiled to 1 subobjects in 60ms!
10-09 12:35:44.696: I/jPCT-AE(29419): Subobject of object 46/object48 compiled to indexed fixed point data using 11904/2143 vertices in 60ms!
10-09 12:35:44.698: I/jPCT-AE(29419): Object 46/object48 compiled to 1 subobjects in 66ms!
10-09 12:35:44.759: I/jPCT-AE(29419): Subobject of object 47/object49 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-09 12:35:44.760: I/jPCT-AE(29419): Object 47/object49 compiled to 1 subobjects in 62ms!
10-09 12:35:44.775: W/jPCT-AE(29419): [ 1476009344775 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:44.916: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:44.919: I/jPCT-AE(29419): Handles of 9: 4/1/5
10-09 12:35:44.920: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:44.921: I/jPCT-AE(29419): VBO created for object 'object49'
10-09 12:35:44.922: W/jPCT-AE(29419): [ 1476009344922 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:45.404: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:45.406: I/jPCT-AE(29419): Handles of 12: 1/0/-1
10-09 12:35:45.406: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:45.407: I/jPCT-AE(29419): VBO created for object 'object47'
10-09 12:35:45.408: W/jPCT-AE(29419): [ 1476009345408 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:52.544: W/jPCT-AE(29419): [ 1476009352544 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:52.544: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.544: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.549: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.589: I/art(29419): Alloc partial concurrent mark sweep GC freed 229(31KB) AllocSpace objects, 2(128MB) LOS objects, 4% free, 357MB/373MB, paused 251us total 39.920ms
10-09 12:35:52.590: I/art(29419): WaitForGcToComplete blocked for 45.162ms for cause Background
10-09 12:35:59.613: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:59.615: I/jPCT-AE(29419): Handles of 15: 5/2/4
10-09 12:35:59.616: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:59.617: I/jPCT-AE(29419): VBO created for object 'object0'
10-09 12:35:59.618: W/jPCT-AE(29419): [ 1476009359618 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:36:00.032: I/jPCT-AE(29419): Compiling shader program!
10-09 12:36:00.035: I/jPCT-AE(29419): Handles of 18: 4/1/5
10-09 12:36:00.035: I/jPCT-AE(29419): Creating buffers...
10-09 12:36:00.048: I/jPCT-AE(29419): VBO created for object 'object50'
10-09 12:36:00.049: I/jPCT-AE(29419): Compiling shader program!
10-09 12:36:00.051: I/jPCT-AE(29419): Handles of 21: 4/1/5
10-09 12:36:00.052: I/jPCT-AE(29419): Creating buffers...
10-09 12:36:00.053: I/jPCT-AE(29419): VBO created for object 'object51'

71
Support / Re: Strange Fatal Error
« on: October 09, 2016, 12:40:36 pm »
This is the complete error log I'm getting...
Even if I enable to log OpenGL Traces in Developer Options, it doesn't give me anything else than that.
I'm getting this error on the ZTE Axon 7.
However, I remember having the exact same issue with my previous device: HTC Desire 826.

I'll post bigger logs in the next posts.

72
Support / Strange Fatal Error
« on: October 08, 2016, 08:10:11 pm »
Hello,

So I've been trying to develop a new app, though I have just one major issue with it...

Code: [Select]
10-08 17:52:19.684: W/google-breakpad(18652): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-08 17:52:19.684: W/google-breakpad(18652): Chrome build fingerprint:
10-08 17:52:19.684: W/google-breakpad(18652): 3.8
10-08 17:52:19.684: W/google-breakpad(18652): 16
10-08 17:52:19.684: W/google-breakpad(18652): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-08 17:52:19.684: A/libc(18652): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x749c3000 in tid 21230 (GLThread 3696)

So the app starts fine and the camera basically starts facing in the direction of the sunlight.
However, whenever I turn the camera (using touch or autorotation) towards the sun, the app simply just crashes However, it will not always crash...
So I tried using less objects and lower resolution textures.
Both seemed to have a small impact on the chance of this crash to happen.
However, disabling jPCT's LensFlare in my app seemed to fix the whole problem.
But, disabling most objects (and prevent their textures from being loaded) seemed to fix the problem as well.
Having both enabled just does not always work. (Maybe it will work 1 in 10 times, and once it does work, it won't crash when you look away from the sun and back)

EDIT: Nevermind, the crash can also happen with the LensFlare disabled...

73
Support / Re: low fps rate
« on: August 17, 2016, 09:50:30 am »
I wanted to know how Object3D's are merged. Or basically... How are the meshes merged?

74
Support / Re: low fps rate
« on: August 16, 2016, 12:44:05 pm »
I wondered, is it possible to see the source code of the Object3D#mergeAll method jPCT-AE comes with?

75
Support / Re: low fps rate
« on: August 10, 2016, 10:59:49 am »
Hmm, the thing I'm working on looks a bit like minecraft-like landscapes.
So I thought it would be either this merging idea or the thing that is explained here: http://www.jpct.net/forum2/index.php/topic,4723.0.html

Pages: 1 ... 3 4 [5] 6 7 ... 10