Falls during the test Segmentation fault
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
glmark2 |
New
|
Undecided
|
Unassigned |
Bug Description
With the same error falls version 2012.11 and 2012.08 works without failure
Started with the-d
The last line
glmark2 2012.12
Info: OpenGL Information
Info: GL_VENDOR: ATI Technologies Inc.
Info: GL_RENDERER: AMD Radeon HD 6900 Series
Info: GL_VERSION: 4.2.12172 Compatibility Profile Context 9.002
Info: [terrain] <default>: FPS: 424 FrameTime: 2.358 ms
Debug: Loading vertex shader from file None:
Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
Debug: const vec4 LightSourcePosition = vec4(0.000000, 3.000000, 2.000000, 1.000000);
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug: attribute vec2 texcoord;
Debug:
Debug: uniform mat4 ModelViewProjec
Debug: uniform mat4 NormalMatrix;
Debug:
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: // Transform the normal to eye coordinates
Debug: vec3 N = normalize(
Debug:
Debug: // The LightSourcePosition is actually its direction for directional light
Debug: vec3 L = normalize(
Debug:
Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
Debug: // to get the actual color that we will use to draw this vertex with
Debug: float diffuse = max(dot(N, L), 0.0);
Debug: Color = vec4(diffuse * MaterialDiffuse
Debug:
Debug: // Set the texture coordinates as a varying
Debug: TextureCoord = texcoord;
Debug:
Debug: // Transform the position to clip coordinates
Debug: gl_Position = ModelViewProjec
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: gl_FragColor = Color;
Debug: }
Debug: Loading model from 3ds file '/usr/local/
Debug: Object name: HORSE_L_Mate Vertex count: 3582 Face count: 7172
Debug: Loading vertex shader from file None:
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug:
Debug: uniform mat4 ModelViewProjec
Debug:
Debug: varying vec3 Normal;
Debug:
Debug: void main(void)
Debug: {
Debug: Normal = normal;
Debug: gl_Position = ModelViewProjec
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec3 Normal;
Debug:
Debug: void main()
Debug: {
Debug: gl_FragColor = vec4(Normal, 1.0);
Debug: }
Error: DepthRenderStat
Error: Failed to set up the render target for the depth pass
Info: [shadow] <default>: Set up failed
Ошибка сегментирования (сделан дамп памяти)