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View Code? Open in Web Editor NEWA 3D real-time rendering Engine
A 3D real-time rendering Engine
Happens randomly when using GLFW, in glfw_ui.cc.
It occurs only at the end of the Engine_check.
Valgrind seems to say that it comes from GLFW's thread...
Valgrind's output :
==16544==
Thread 2:
==16544== Jump to the invalid address stated on the next line
==16544== at 0xA3A92E4: ???
==16544== by 0xA3A3FBD: ???
==16544== by 0xA2C46F0: ???
==16544== by 0xA3A8FFE: ???
==16544== by 0x69016F9: start_thread (pthread_create.c:333)
==16544== by 0x5B7BB5C: clone (clone.S:109)
==16544== Address 0xa3a92e4 is not stack'd, malloc'd or (recently) free'd
==16544==
==16544==
==16544== Process terminating with default action of signal 11 (SIGSEGV)
==16544== Access not within mapped region at address 0xA3A92E4
==16544== at 0xA3A92E4: ???
==16544== by 0xA3A3FBD: ???
==16544== by 0xA2C46F0: ???
==16544== by 0xA3A8FFE: ???
==16544== by 0x69016F9: start_thread (pthread_create.c:333)
==16544== by 0x5B7BB5C: clone (clone.S:109)
==16544== If you believe this happened as a result of a stack
==16544== overflow in your program's main thread (unlikely but
==16544== possible), you can try to increase the size of the
==16544== main thread stack using the --main-stacksize= flag.
==16544== The main thread stack size used in this run was 8388608.
2016-06-24.00:38:14][DEBUG] Shutting down the debug API
==16544==
==16544== HEAP SUMMARY:
==16544== in use at exit: 3,805,730 bytes in 34,418 blocks
==16544== total heap usage: 63,867 allocs, 29,449 frees, 43,631,008 bytes allocated
==16544==
==16544== LEAK SUMMARY:
==16544== definitely lost: 72 bytes in 1 blocks
==16544== indirectly lost: 0 bytes in 0 blocks
==16544== possibly lost: 3,680,627 bytes in 33,732 blocks
==16544== still reachable: 125,031 bytes in 685 blocks
==16544== suppressed: 0 bytes in 0 blocks
==16544== Rerun with --leak-check=full to see details of leaked memory
==16544==
==16544== For counts of detected and suppressed errors, rerun with: -v
==16544== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 0 from 0)
Killed
Currently the loader loads only triangulated faces, and needs to have uv coordinates, even dummy ones
In the README.md, explain the engine's architecture
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