I am writing an iPhone application that uses UIView with CAEAGLayer as its layer. Everything is fine and works separately from one small problem: sometimes it crashes with EXC_BAD_ACCESS and the following stack trace:
[EAGLView draw]
glDrawArrays_Exec
PrepareToDraw
DrawFramebufferMakeResident
AttachmentMakeResident
TextureMakeResident
memmove
he crashes on the line:
glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);
glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, totalPoints);
The application will only crash when the rotation of the interface changes (which is also the only case when the view frame changes). He often does not fall; Most of the time it takes 3-5 minutes to rotate the device to reproduce this problem.
I believe that I am making a mistake related to CAEAGLLayer initialization / frame change, since where it falls (I believe).
So, here are the subviews methods for init and layout:
Init:
...
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = TRUE;
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
{
[self release];
return nil;
}
glGenFramebuffersOES(1, &defaultFramebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
...
GL_MODELVIEW GL_POJECTION, , , .
LayoutSubviews:
- (void)layoutSubviews
{
[EAGLContext setCurrentContext:context];
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
NSAssert1(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) == GL_FRAMEBUFFER_COMPLETE_OES, @"Failed to make complete framebuffer object: %X", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
}
Draw :
if ([EAGLContext currentContext] != context) {
[EAGLContext setCurrentContext:context];
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
...
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
, .