Ogre application crashes on test PC, help diagnosing?

Problems building or running the engine, queries about how to use features etc.
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simedj
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Ogre application crashes on test PC, help diagnosing?

Post by simedj »

After getting my installer to install D3DX and VC++ redistributables, it is working on several beta testers' PCs. But on one, it crashes immediately. I have managed to get my logfile back as well as a dump from DXDiag but there is no helpful Exception/Error message listed so I wondered if anyone could see if there is a less obvious clue?

Ogre Log

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11:24:15: Creating resource group General
11:24:15: Creating resource group Internal
11:24:15: Creating resource group Autodetect
11:24:15: SceneManagerFactory for type 'DefaultSceneManager' registered.
11:24:15: Registering ResourceManager for type Material
11:24:15: Registering ResourceManager for type Mesh
11:24:15: Registering ResourceManager for type Skeleton
11:24:15: MovableObjectFactory for type 'ParticleSystem' registered.
11:24:15: ArchiveFactory for archive type FileSystem registered.
11:24:15: ArchiveFactory for archive type Zip registered.
11:24:15: ArchiveFactory for archive type EmbeddedZip registered.
11:24:15: DDS codec registering
11:24:15: FreeImage version: 3.15.3
11:24:15: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
11:24:15: 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
11:24:15: Registering ResourceManager for type HighLevelGpuProgram
11:24:15: Registering ResourceManager for type Compositor
11:24:15: MovableObjectFactory for type 'Entity' registered.
11:24:15: MovableObjectFactory for type 'Light' registered.
11:24:15: MovableObjectFactory for type 'BillboardSet' registered.
11:24:15: MovableObjectFactory for type 'ManualObject' registered.
11:24:15: MovableObjectFactory for type 'BillboardChain' registered.
11:24:15: MovableObjectFactory for type 'RibbonTrail' registered.
11:24:15: *-*-* OGRE Initialising
11:24:15: *-*-* Version 1.9.0unstable (Ghadamon)
11:24:15: Loading library plugins/RenderSystem_Direct3D9
11:24:15: Installing plugin: D3D9 RenderSystem
11:24:15: D3D9 : Direct3D9 Rendering Subsystem created.
11:24:15: D3D9: Driver Detection Starts
11:24:15: D3D9: Driver Detection Ends
11:24:15: Plugin successfully installed
11:24:15: Loading library plugins/RenderSystem_GL
11:24:15: Installing plugin: GL RenderSystem
11:24:15: OpenGL Rendering Subsystem created.
11:24:15: Plugin successfully installed
11:24:15: Loading library plugins/Plugin_OctreeSceneManager
11:24:15: Installing plugin: Octree Scene Manager
11:24:15: Plugin successfully installed
11:24:15: Loading library plugins/Plugin_CgProgramManager
11:24:15: Installing plugin: Cg Program Manager
11:24:15: Plugin successfully installed
11:24:15: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
11:24:15: D3D9 : RenderSystem Option: Floating-point mode = Fastest
11:24:15: D3D9 : RenderSystem Option: Full Screen = No
11:24:15: D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
11:24:15: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
11:24:15: D3D9 : RenderSystem Option: Use Multihead = Auto
11:24:15: D3D9 : RenderSystem Option: VSync = No
11:24:15: D3D9 : RenderSystem Option: VSync Interval = 1
11:24:15: D3D9 : RenderSystem Option: Video Mode = 1024x768 @ 32-bit colour
11:24:15: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
11:24:15: CPU Identifier & Features
11:24:15: -------------------------
11:24:15:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Quad CPU    Q8200  @ 2.33GHz
11:24:15:  *      SSE: yes
11:24:15:  *     SSE2: yes
11:24:15:  *     SSE3: yes
11:24:15:  *      MMX: yes
11:24:15:  *   MMXEXT: yes
11:24:15:  *    3DNOW: no
11:24:15:  * 3DNOWEXT: no
11:24:15:  *     CMOV: yes
11:24:15:  *      TSC: yes
11:24:15:  *      FPU: yes
11:24:15:  *      PRO: yes
11:24:15:  *       HT: no
11:24:15: -------------------------
11:24:15: *** Starting Win32GL Subsystem ***
11:24:15: Registering ResourceManager for type Texture
11:24:15: GLRenderSystem::_createRenderWindow "", 1024x768 windowed  miscParams: FSAA=4 Full Screen=No hidden=true title=C-Arm Trainer 
11:24:15: Created Win32Window '' : 1042x813, 32bpp
11:24:15: GL_VERSION = 1.1.0
11:24:15: GL_VENDOR = Microsoft Corporation
11:24:15: GL_RENDERER = GDI Generic
11:24:15: GL_EXTENSIONS = GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
11:24:15: ***************************
11:24:15: *** GL Renderer Started ***
11:24:15: ***************************
Relevant DXDiag sections

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------------------
System Information
------------------
Time of this report: 4/11/2014, 21:00:26
       Machine name: <redacted>
   Operating System: Windows 7 Édition Familiale Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130828-1532)
           Language: French (Regional Setting: French)
System Manufacturer: HP-Pavilion
       System Model: VD051AA-ABF p6148fr
               BIOS: BIOS Date: 09/10/09 10:25:18 Ver: 5.43
          Processor: Intel(R) Core(TM)2 Quad CPU    Q8200  @ 2.33GHz (4 CPUs), ~2.3GHz
             Memory: 8192MB RAM
Available OS Memory: 7424MB RAM
          Page File: 2938MB used, 11905MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: 120 DPI (125 percent)
System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 32bit Unicode

------------
DxDiag Notes
------------
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
        Sound Tab 2: No problems found.
          Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (retail)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
          Card name: ATI Radeon HD 4350
       Manufacturer: ATI Technologies Inc.
          Chip type: ATI display adapter (0x954F)
           DAC type: Internal DAC(400MHz)
         Device Key: Enum\PCI\VEN_1002&DEV_954F&SUBSYS_16131462&REV_00
     Display Memory: 3571 MB
   Dedicated Memory: 503 MB
      Shared Memory: 3067 MB
       Current Mode: 1680 x 1050 (32 bit) (60Hz)
       Monitor Name: Moniteur Plug-and-Play générique
      Monitor Model: LE22A3
         Monitor Id: BTC22A3
        Native Mode: 1680 x 1050(p) (59.852Hz)
        Output Type: DVI
        Driver Name: atiumd64.dll,atidxx64.dll,atiumdag,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.14.0010.0678 (English)
     Driver Version: 8.632.1.2000
        DDI Version: 10.1
       Driver Model: WDDM 1.1
  Driver Attributes: Final Retail
   Driver Date/Size: 8/18/2009 03:15:58, 4059648 bytes
        WHQL Logo'd: Yes
    WHQL Date Stamp: 
  Device Identifier: {D7B71EE2-D60F-11CF-7475-1936A1C2C535}
          Vendor ID: 0x1002
          Device ID: 0x954F
          SubSys ID: 0x16131462
        Revision ID: 0x0000
Driver Strong Name: oem81.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_R7X:8.632.1.2000:pci\ven_1002&dev_954f
     Rank Of Driver: 00E62001
        Video Accel: ModeMPEG2_A ModeMPEG2_C 
   Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive 
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch 
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
                     {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive 
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch 
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive 
                     {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive 
                     {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive 
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch 
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
       D3D9 Overlay: Not Supported
            DXVA-HD: Not Supported
       DDraw Status: Enabled
         D3D Status: Enabled
         AGP Status: Enabled
Although the GPU is nothing special, it is above the level of old integrated Intel chipsets, which Ogre will run on... but the output from the GL renderer init does look a bit suspicious to me, I'm used to far more stuff being printed. So I wondered if this might be a driver issue?

Just for completeness here's my ogre.cfg. I had wondered if setting FSAA could be a problem but on my machine, setting unsupported FSAA value doesn't lead to the same problem.

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Render System=OpenGL Rendering Subsystem

[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
Floating-point mode=Fastest
Full Screen=No
Multi device memory hint=Use minimum system memory
Resource Creation Policy=Create on all devices
Use Multihead=Auto
VSync=No
VSync Interval=1
Video Mode=1024x768 @ 32-bit colour
sRGB Gamma Conversion=No

[OpenGL Rendering Subsystem]
Colour Depth=32
FSAA=4
Full Screen=No
RTT Preferred Mode=FBO
VSync=No
VSync Interval=1
Video Mode=1024x768
sRGB Gamma Conversion=No
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.
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Wolfmanfx
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Re: Ogre application crashes on test PC, help diagnosing?

Post by Wolfmanfx »

Your log file say that it tries to start OGL RS.
simedj
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Re: Ogre application crashes on test PC, help diagnosing?

Post by simedj »

Yes, and? I'm used to seeing some sort of error rather than a silent crash :) I'm hoping some info in the log maybe gives a clue why OGL is not working properly, to those who know about such things. My first guess before getting the system spec was that it was some hopelessly old Dell laptop but it appears otherwise.
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.
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Wolfmanfx
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Re: Ogre application crashes on test PC, help diagnosing?

Post by Wolfmanfx »

11:24:15: Created Win32Window '' : 1042x813, 32bpp
11:24:15: GL_VERSION = 1.1.0
11:24:15: GL_VENDOR = Microsoft Corporation

This looks like the reference drivers from MS which are shit - so this notebook should update the GPU driver or you should stick with DX and disable the GL plugin from loading at all.
simedj
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Re: Ogre application crashes on test PC, help diagnosing?

Post by simedj »

Thanks. My preference would be to favour DX but bizarrely on my dev-PC GL works better than DX, espefcially in regard to multiple monitors.

I wondered if I might try OGL and fall back to D3D9 but the best way to do that might need a new thread. For now, getting non-techy users to update their drivers just to try my demo might be tricky so I guess I'll try using D3D9 in a new build in the mean time.
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.
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Zonder
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Re: Ogre application crashes on test PC, help diagnosing?

Post by Zonder »

You still might get problems with direct x as well. The driver installed is from 2009
There are 10 types of people in the world: Those who understand binary, and those who don't...
simedj
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Re: Ogre application crashes on test PC, help diagnosing?

Post by simedj »

I have shipped a newer build to this tester and they get the same problem , it crashes "this program has stopped working" even though I added lots more error detection.
I might not have expected to fix the problem, but my main.cpp looks like this - so surely no matter what happens I should not be crashing but exiting gracefully:

Code: Select all

	try{
		simed::CArmApp app(0, cmd);
		for(bool done = false;!done;) 
		{
			Ogre::WindowEventUtilities::messagePump();
			done = !app.frame();
		}
	} catch(const std::runtime_error &e){
		handleApplicationError(e.what());
		return -1;
	} catch(...) {
		handleApplicationError("Unknown Error");
		return -999;
	}
How can catch(...) not be trapping the error?

I am still only getting in my logs:
13:44:48: GL_VERSION = 1.1.0
13:44:48: GL_VENDOR = Microsoft Corporation
13:44:48: GL_RENDERER = GDI Generic
13:44:48: GL_EXTENSIONS = GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
13:44:48: ***************************
13:44:48: *** GL Renderer Started ***
13:44:48: ***************************
13:44:48: Initialised render system OpenGL Rendering Subsystem
And my code is doing this:

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		try
		{
			m_root->setRenderSystem(renderSystem);
			// Init root (don't create window here)
			m_root->initialise(false, m_appTitle);
			logStream()<<"Initialised render system "<<renderSystem->getName();
			return;
		}
		catch(const Ogre::Exception &e)
		{
			logStream()<<"Failed to initialise render system "<<renderSystem->getName()<<" : "<<e.getFullDescription();
		}
So clearly Root::initialise() is succeeding since the logging is happening after this call. I thought that was where it was dying, but clearly somewhere else!
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.
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