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 Post subject: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 3:06 am 
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Newbie

Joined: Thu Jun 28, 2012 9:45 pm
Posts: 5
Hello Everyone
I'm trying to get Grit to run in a x64 linux.
i got it to compile and link correctly but i experience segfautls at startup so I compiled the dependencies with debug simbols enabled.

This what the executable shows on console.
Code:
[darks@Home media]$ ./Grit.linux.x86
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.15.3
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See h t t p : / / freeimage . sourceforge . net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
PVRTC codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
*-*-* OGRE Initialising
*-*-* Version 1.8.0unstable (Byatis)
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Installing plugin: Octree Scene Manager
Plugin successfully installed
Installing plugin: Cg Program Manager
Plugin successfully installed
CPU Identifier & Features
-------------------------
*   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     E7500  @ 2.93GHz
*      SSE: yes
*     SSE2: yes
*     SSE3: yes
*      MMX: yes
*   MMXEXT: yes
*    3DNOW: no
* 3DNOWEXT: no
*     CMOV: yes
*      TSC: yes
*      FPU: yes
*      PRO: yes
*       HT: no
-------------------------
******************************
*** Starting GLX Subsystem ***
******************************
GLRenderSystem::_createRenderWindow "Grit Game Window", 2560x1440 windowed  miscParams: FSAA=0 displayFrequency=60 Hz gamma=No vsync=Yes
GLXWindow::create used FBConfigID = 39
GL_VERSION = 4.2.11733 Compatibility Profile Context
GL_VENDOR = ATI Technologies Inc.
GL_RENDERER = AMD Radeon HD 6900 Series
GL_EXTENSIONS = GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Supported GLX extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_swap_control GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_swap_control GLX_NV_swap_group GLX_OML_swap_method GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_swap_barrier GLX_SGIX_swap_group GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: ati
Device Name: AMD Radeon HD 6900 Series
Driver Version: 4.2.11733.0
* Fixed function pipeline: yes
* Hardware generation of mipmaps: no
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: yes
* Number of floating-point constants for vertex programs: 256
* Number of integer constants for vertex programs: 0
* Number of boolean constants for vertex programs: 0
* Fragment programs: yes
* Number of floating-point constants for fragment programs: 256
* Number of integer constants for fragment programs: 0
* Number of boolean constants for fragment programs: 0
* Geometry programs: yes
* Number of floating-point constants for geometry programs: 16384
* Number of integer constants for geometry programs: 0
* Number of boolean constants for geometry programs: 0
* Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
* Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: yes
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: yes
* Non-power-of-two textures: yes
* Volume textures: yes
* Multiple Render Targets: 8
   - With different bit depths: yes
* Point Sprites: yes
* Extended point parameters: yes
* Max Point Size: 8192
* Vertex texture fetch: yes
* Number of world matrices: 0
* Number of texture units: 16
* Stencil buffer depth: 8
* Number of vertex blend matrices: 0
   - Max vertex textures: 16
   - Vertex textures shared: yes
* Render to Vertex Buffer : no
* GL 1.5 without VBO workaround: no
* Frame Buffer objects: yes
* Frame Buffer objects (ARB extension): no
* Frame Buffer objects (ATI extension): no
* PBuffer support: yes
* GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 0x2959f70.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x2ef0f60 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x2edb900 starting.
OverlayElementFactory for type TextList registered.
MovableObjectFactory for type 'MovableClutter' registered.
MovableObjectFactory for type 'RangedClutter' registered.
Creating resource group GRIT
Added resource location '.' of type 'FileSystem' to resource group 'GRIT' with recursive option
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group GRIT
Parsing script system/AnaglyphCompositor.program
Parsing script system/Core.program
Parsing script system/Sky.material
Parsing script system/PhysicsDebug.material
Parsing script system/Node.material
Parsing script system/Overlays.material
Parsing script system/DebugTexture.material
Finished parsing scripts for resource group GRIT
Creating resources for group GRIT
All done
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
WARNING: material /system/Sky has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program /system/SkyProgram_v cannot be used - not supported.

Initialising script...
loading abbrev.lua
loading hud.lua
Initialising misc.fixed font
Added font misc.fixed
Starting game engine...
Loading ui.lua
Loading gfx.lua
Loading physics.lua
Loading physical_materials.lua
Loading procedural_objects.lua
Loading procedural_batches.lua
Loading console_prompt.lua
Loading console.lua
Loading player_ctrl.lua
Loading capturer.lua
Loading simplemenu.lua
Reading user_menu.lua: success
Reading user_menu_keybinds.lua
Loading user configuration
WARNING: material /system/ClearFatFB has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program /system/ClearFatFB_v cannot be used - not supported.

WARNING: material /system/ClearFatFB has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program /system/ClearFatFB_v cannot be used - not supported.

CompositorChain: Compositor /system/CoreCompositor has no supported techniques.
ERROR (../src/gfx/gfx.c++:602): assertion failed: def_comp!=NULL
Segmentation fault


This is the same binary running in dgb and the backtrace.

Code:
darks@Home media]$ gdb Grit.linux.x86
GNU gdb (GDB) 7.4.1
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <h t t p : / / gnu . org/licenses/gpl . html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-unknown-linux-gnu".
For bug reporting instructions, please see:
< h t t p : / / www . gnu . org/software/gdb/bugs/>...
Reading symbols from /home/darks/projects/Robot/other/gritengine/grit_core/media/Grit.linux.x86...done.
(gdb) run
...
Program received signal SIGSEGV, Segmentation fault.
0x00000000005ef2cd in Ogre::CompositorInstance::setEnabled (this=0x0, value=true) at OgreMain/src/OgreCompositorInstance.cpp:81
81              if (mEnabled != value)
(gdb)
(gdb)
(gdb) where
#0  0x00000000005ef2cd in Ogre::CompositorInstance::setEnabled (this=0x0, value=true) at OgreMain/src/OgreCompositorInstance.cpp:81
#1  0x000000000047cf49 in add_deferred_compositor (left=true) at ../src/gfx/gfx.c++:603
#2  0x000000000047d0b2 in do_reset_compositors () at ../src/gfx/gfx.c++:623
#3  0x00000000004a1e4e in options_update (flush=false) at ../src/gfx/gfx_option.c++:447
#4  0x00000000004a2c0b in gfx_option (o=GFX_AUTOUPDATE, v=true) at ../src/gfx/gfx_option.c++:557
#5  0x00000000004d93ee in global_gfx_option (L=0x297d850) at ../src/gfx/lua_wrappers_gfx.c++:714
#6  0x0000000000a90041 in luaD_precall (L=0x297d850, func=0x2a0af28, nresults=0) at ldo.c:319
#7  0x0000000000aa18f2 in luaV_execute (L=0x297d850, nexeccalls=2) at lvm.c:775
#8  0x0000000000a902fc in luaD_call (L=0x297d850, func=0x2a0aca0, nResults=0) at ldo.c:377
#9  0x0000000000a8a099 in f_call (L=0x297d850, ud=0x7fffffffdb80) at lapi.c:854
#10 0x0000000000a8f15f in luaD_rawrunprotected (L=0x297d850, f=0xa8a064 <f_call>, ud=0x7fffffffdb80) at ldo.c:116
#11 0x0000000000a9070f in luaD_pcall (L=0x297d850, func=0xa8a064 <f_call>, u=0x7fffffffdb80, old_top=288, ef=264) at ldo.c:463
#12 0x0000000000a8a23d in lua_pcall (L=0x297d850, nargs=0, nresults=0, errfunc=2) at lapi.c:875
#13 0x00000000004cc09e in global_include (L=0x297d850) at ../src/lua_wrappers_core.c++:622
#14 0x0000000000a90041 in luaD_precall (L=0x297d850, func=0x2a0ac58, nresults=0) at ldo.c:319
#15 0x0000000000aa18f2 in luaV_execute (L=0x297d850, nexeccalls=1) at lvm.c:775
#16 0x0000000000a902fc in luaD_call (L=0x297d850, func=0x29f2610, nResults=0) at ldo.c:377
#17 0x0000000000a8a099 in f_call (L=0x297d850, ud=0x7fffffffe320) at lapi.c:854
#18 0x0000000000a8f15f in luaD_rawrunprotected (L=0x297d850, f=0xa8a064 <f_call>, ud=0x7fffffffe320) at ldo.c:116
#19 0x0000000000a9070f in luaD_pcall (L=0x297d850, func=0xa8a064 <f_call>, u=0x7fffffffe320, old_top=192, ef=24) at ldo.c:463
#20 0x0000000000a8a23d in lua_pcall (L=0x297d850, nargs=0, nresults=0, errfunc=1) at lapi.c:875
#21 0x00000000004cd6e2 in init_lua (filename=0xbe3605 "/system/init.lua") at ../src/lua_wrappers_core.c++:952
#22 0x0000000000573b2a in main (argc=1, argv=0x7fffffffe568) at ../src/main.c++:138
(gdb)


This is how i compiled ogre

Code:
===================================================================
--- dependencies/grit_ogre.mk   (revision 1942)
+++ dependencies/grit_ogre.mk   (working copy)
@@ -6,28 +6,21 @@
################################################################################

#choose a compiler
-#COMPILER=g++
-COMPILER=colg++ #i use this to colorise output
+COMPILER=g++
+#COMPILER=colg++ #i use this to colorise output

#version code
VERSION=-DVERSION=1.6.0_grit

#general compiler flags - note optimisation flags, and architecture
-OPT=-DNDEBUG -O2 -finline-functions -funroll-loops
+OPT=
DBG=
-CFLAGS=-g -ffast-math -march=pentium4 -Wno-deprecated -Wfatal-errors $(shell pkg-config --cflags freetype2)
+CFLAGS=-g -ggdb -Wfatal-errors $(shell pkg-config --cflags freetype2)

LIBS=-lpthread \
      -lfreeimage \
      /usr/lib/libboost_thread-mt.a \
-     /usr/lib/libzzip.a \
-     /usr/lib/i386-linux-gnu/libGLEW.a \
-     /usr/lib/i386-linux-gnu/libGLU.a \
-     /usr/lib/i386-linux-gnu/libXrandr.a \
-     /usr/lib/i386-linux-gnu/libXrender.a \
-     /usr/lib/i386-linux-gnu/libz.a \
-     /usr/lib/i386-linux-gnu/libfreetype.a \
-     -lGL -lXaw
+     -lCg -lGL -lXaw -lGLEW -lGLU -lXaw -lX11 -lXt -lzzip -lfreetype -ldl -lXrandr -lXext


And i'm using the bullet library at revision 2055 because the patches dont apply on the current version.

Code:
--- dependencies/get_bullet.sh  (revision 1942)
+++ dependencies/get_bullet.sh  (working copy)
@@ -3,6 +3,6 @@
source get_common.sh

echo "Downloading Bullet from googlecode via svn"
-$SVN co ' h t t p : / / bullet . googlecode.com/svn/trunk' bullet
+$SVN co 'h t t p : / / bullet.googlecode.com/svn/trunk@2055' bullet
     
do_patch "bullet" "bullet.patch"
Index: exporters/blender_scripts/addons/grit_blender/OgreXMLConverter


common.mk was changed like this.

Code:
-- common.mk   (revision 1942)
+++ common.mk   (working copy)
@@ -7,10 +7,11 @@

#you probably want to use g++ if you don't have a script called devg++ that
#calls g++ with more options and pipes the output through a colouriser
-COMPILER=devg++
+#COMPILER=devg++
+COMPILER=g++

# when -ansi -pedantic etc can't be used
-WEAKCOMPILER=colg++
+WEAKCOMPILER=g++

DEPENDENCIES=$(ROOT)/dependencies

@@ -40,16 +41,8 @@
              -lpthread \
              -lfreeimage \
              /usr/lib/libboost_thread-mt.a \
-             /usr/lib/libzzip.a \
-             /usr/lib/i386-linux-gnu/libGLEW.a \
-             /usr/lib/i386-linux-gnu/libGLU.a \
-             /usr/lib/i386-linux-gnu/libXrandr.a \
-             /usr/lib/i386-linux-gnu/libXrender.a \
-             /usr/lib/i386-linux-gnu/libz.a \
-             /usr/lib/i386-linux-gnu/libfreetype.a \
              -L /usr/lib/i386-linux-gnu \
-             -lCg \
-             -lGL -lXaw
+             -lCg -lGL -lXaw -lGLEW -lGLU -lXaw -lX11 -lXt -lzzip -lfreetype -ldl -lXrandr -lXext

OGRE_LDFLAGS=$(OGRE_CMDLINE_LDFLAGS)

@@ -65,6 +58,7 @@
             $(BULLET_PATH)/src/BulletDynamics/libBulletDynamics.a \
             $(BULLET_PATH)/src/BulletCollision/libBulletCollision.a \
             $(BULLET_PATH)/src/LinearMath/libLinearMath.a
+
BULLET_LDFLAGS=$(BULLET_LIBS)

LUA_CFLAGS=-isystem $(LUA_PATH)
@@ -86,10 +80,10 @@

DEPENDENT_LIBS=$(OGRE_LIBS) $(BULLET_LIBS) $(ICU_LIBS) $(LUA_LIBS)

-OPTIMISE=-DNDEBUG -O3 -ffast-math -march=pentium4
+OPTIMISE=-g -ggdb -Q
#OPTIMISE=-DQUEX_OPTION_ASSERTS_WARNING_MESSAGE_DISABLED -ffast-math -march=pentium4
-OPTDBG=opt
-#OPTDBG=dbg
+#OPTDBG=opt
+OPTDBG=dbg
CFLAGS=-Wno-deprecated $(OPTIMISE) -I $(ROOT)/grit_core/src $(OGRE_CFLAGS) $(LUA_CFLAGS) $(PERF_CFLAGS) $(BULLET_CFLAGS) $(QUEX_CFLAGS) $(ICU_CFLAGS) $(OPENAL_CFLAGS) -D NO_PLUGINS
LDFLAGS=$(OGRE_LDFLAGS) $(LUA_LDFLAGS) $(PERF_LDFLAGS) $(BULLET_LDFLAGS) $(QUEX_LDFLAGS) $(ICU_LDFLAGS) $(OPENAL_LDFLAGS) -lrt
CMDLINE_LDFLAGS=$(OGRE_CMDLINE_LDFLAGS)


I dont know why this is happening. Flight gear and vdrift work ok, so i assume that the video drivers are working. (propietary ati drivers for a Radeon 6950)

Tomorrow i will try to fiddle a little with the code to see if i can fix it but i never used ogre so dont hold your breath.

Also if you need some other log or data just tell me.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 3:15 pm 
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Thanks for an excellent report. The problem is unfortunately very simple, Ogre does not properly support ATI on linux so we can't support it either. All our shaders are written in CG and the only ATI GL targets that CG supports are the arb assembly syntaxes (which are too limited) and glsl which Ogre does not allow. Here are some recent posts on the ogre forums where i mention the issue.

http://www.ogre3d.org/forums/viewtopic. ... 25#p462093
http://www.ogre3d.org/forums/viewtopic. ... 84#p461053

At some point in the future I may write my own shader stack and stop using Ogre's but that is a very long term dream.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 5:55 pm 
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Well, i didnt expect that.
Is it possible to disable the shaders? As far as i could understand they are mostly used for lighting and postprocessing.
Maybe i could hack a little around that to add some checks and if the platform is unsupported disable those and fallback to some other safer alternative?
But maybe i'm missing something and the whole shader stuff is fundamental to the rendering system and can't be solved that way.

There seems to be some support for GLSL in the manual [1] and in the source code starting from ogre 1.7

I could try to convert the shaders from cg to glsl, but somewere i read that those are converted at runtime, i cant find a link right now.

i'm Not a good programmer and my knowledge of ogre and the whole shader stuff is new to me, but if you think is possible i could try to make it run on my platform.

[1] http://www.ogre3d.org/docs/manual/manual_21.html#SEC117

ps. Oh and Btw English is not my native language so if somewhere i dont make sense, just tell me and i will try harder.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 6:30 pm 
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That sounds really great DArkz, as far as I can remember, while ATi now AMD could stand to step up their support on Linux, I believe Spark has only left ATi/AMD in the back yard because he hasn't had a system with ATi/AMD hardware. I'll encourage you outright but wait for Spark on this, and you are welcome to the chat room for a more closer to real time experience if you'd like to take this on and contribute to the project.

There isn't "always" someone there, and Spark is really the only one who can probably give you insight anyhow, but he keeps himself available for the most part :D

Welcome to the community!


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 Post subject: Re: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 6:41 pm 
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Thanks Brian.
I would like to contribute to the project as far as my skills permit.
Disabling the shaders got rid of the segfault, so the whole project runs ok on x64 linux.
Ofcourse without the sun i cant see nothing :) so i will try to convert that to glsl and see if it works.
I will hop on the irc in a while.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Fri Jun 29, 2012 10:07 pm 
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The shaders are unfortunately rather fundamental. You can disable them, but it will look really awful and probably be glitchy. The only reason that option exists (I assume you are trying the debug_cfg.fixedFunction or something like that) is because the project used to use shaders less extensively. But now, they are used for pretty much everything so you will be quite stuck without them. Current versions of GL and DirectX have removed the fixed function pipeline and we will probably follow suit in time.

While Ogre does support writing glsl shaders directly, it does not support converting from cg to glsl at runtime. This is because it considers glsl to be a high level language, even though it is the target language of the cg compiler (another 'high level language' in ogre's design). You could manually rewrite the shaders in cg, but this would be a lot of work as there are thousands of lines of htem, and you'd have to change lots of other support code too. So don't do that, I don't want to maintain it :) It would probably be easier to fix ogre anyway.

I suggest you use windows (and thus D3D9 if you cannot get a nvidia card.

The reason nvidia works is that nvidia define assembly languages that are more powerful than the standard arb assembly languages, so we can use them, and ogre considers them 'low level' so it will compile cg to them at runtime. ATI has no such equivalent - they only provide glsl and the arb assembly languages, and the latter are not powerful enough.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Sat Jun 30, 2012 6:17 pm 
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Spark, thanks for the insight.
It seems that i wont be able to use this engine as windows is not an option for me ( 24/7 linux user and fundamentalist ) and indeed converting the shaders is way over my skills, it was ok until i found SkyProgram.cg.

It looks like i will be better of writing my own engine as my needs are pretty simple.
I will come back after ogre or ati fix the issue.

Thanks again for your time and good luck with Grit, it looks awsome and the code quality is great!


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 Post subject: Re: Compiling in x64 linux
PostPosted: Sun Jul 01, 2012 4:18 pm 
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Sure that probably makes sense.

Out of interest, what were you intending to use Grit for?


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 Post subject: Re: Compiling in x64 linux
PostPosted: Sun Jul 01, 2012 6:01 pm 
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The plan is having a big network of roads add a vehicle and some hooks to accept remote commands from a program like emulating the keyboard input.
With some black magic, export the rendered stream(the Opengl viewport) to a v4l device.
That device will be used by another program running opencv that will drive itself around the city using only the video as reference for obstable avoidance and a gps for current location, destination and pathfinding.

Something like an autopilot for a car but without any sensors apart from the video feed.

All of this is to avoid having to buy a ton of electrinics that, when the program works will be outdated, or not the best for the job.
So simulation on the inital steps is the way to go.


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 Post subject: Re: Compiling in x64 linux
PostPosted: Mon Jul 02, 2012 2:06 pm 
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Very interesting, you wouldn't need any advanced graphics for that at all. Sky neither. You could just simply tear all of that out, although it's not been done for a while.


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