Has anyone else been having LWJGL crash on the new update of 10.7.5?
I have been getting consistent crashes since this update was pushed out.
Process: Pyware 3D [311]
Path: /Applications/Pyware 3D v7/Pyware 3D.app/Contents/MacOS/Pyware 3D
Identifier: java.Pyware 3D
Version: ??? (12.0)
Code Type: X86-64 (Native)
Parent Process: bash [308]
Date/Time: 2012-12-03 16:14:09.245 -0600
OS Version: Mac OS X 10.7.5 (11G63b)
Report Version: 9
Interval Since Last Report: 5434 sec
Crashes Since Last Report: 6
Per-App Interval Since Last Report: 1051 sec
Per-App Crashes Since Last Report: 6
Anonymous UUID: 45C7FBF9-3DBD-409A-8325-604D2F81164D
Crashed Thread: 24 Java: LWJGL Renderer Thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Application Specific Information:
abort() called
objc[311]: garbage collection is OFF
Application Specific Signatures:
Graphics kernel error: 0x00000005
Has anyone else encountered an issue like this?
Thank you for any information.
Not really, with Java 1.6 it works for me.
It is weird, it works properly on My 10.8 machine, it is just crashing on my 10.7.5 machine.
I will see if I can get one of the samples to break on this machine.
i just installed the SDK and created a new basic game.
When I attempt to run the game I get.
run:
Dec 03, 2012 4:53:40 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.0.0 Beta
Dec 03, 2012 4:53:40 PM com.jme3.system.Natives extractNativeLibs
INFO: Extraction Directory: /Users/py/Documents/JME Projects/BasicGame
Dec 03, 2012 4:53:40 PM com.jme3.system.lwjgl.LwjglAbstractDisplay run
INFO: Using LWJGL 2.8.4
Dec 03, 2012 4:53:41 PM com.jme3.system.lwjgl.LwjglDisplay createContext
INFO: Selected display mode: 1280 x 720 x 0 @0Hz
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
Java Result: 255
BUILD SUCCESSFUL (total time: 8 seconds)
Any Ideas?
[java]package mygame;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
/**
- test
-
@author normenhansen
*/
public class Main extends SimpleApplication {
public static void main(String[] args) {
Main app = new Main();
app.start();
}
@Override
public void simpleInitApp() {
Box b = new Box(Vector3f.ZERO, 1, 1, 1);
Geometry geom = new Geometry("Box", b);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
geom.setMaterial(mat);
rootNode.attachChild(geom);
}
@Override
public void simpleUpdate(float tpf) {
//TODO: add update code
}
@Override
public void simpleRender(RenderManager rm) {
//TODO: add render code
}
}[/java]
normen said:
Not really, with Java 1.6 it works for me.
Are you sure that you are using java 1.6? LWJGL does not work on java7 on OSX.
I had a similar error with Java 1.6 once too… But it vanished quicker than I noticed it…
Oh, then it might not be the java version.
I somehow lost Java1.6 on the mac, can’t run my projects there anymore so I can’t help test this
oO You just need to make the jdk7 folder at /Library/Java/JavaVirtualMachines/ write-only, then it should fall back to 1.6.
So simple, @normen is like the Oracle
I tried the simple application on my Mac OS X Lion 10.7.5 (11G63) - ran from the SDK RC2 (stable - no nightlies) without problems, blue cube and everything.
Edit: Just updated to nightly (breaks!) and still no problem when running from the SDK.
Cool, glad you got it working again. Due to the access rights I found just doing this is easier than moving it. I hope we can get into a hot testing phase for JOGL some time soon, then it will surely help if you have some platforms to test nightly on