z0rc/debumblebee — Issue #49: Segfault when running Bit Trip Runner
Author: aspic
Created: 2011-12-14 10:48:50+00:00
State: open

Hi!

First of all, thank you for a really nice hack. :-) Glxgears and Heroes of Newerth both run successfully with the optirun command, but as topic states, bit trip runner segmentation faults.

Output on the terminal:

```SDL: setting video mode 1280x720, fullscreen? no
render: GL is hardware accelerated
GL vendor: NVIDIA Corporation, renderer GeForce 310M/PCI/SSE2, version 3.3.0 NVIDIA 290.10, GLSL 3.30 NVIDIA via Cg compiler
render: supported GL extensions:
GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float
GL_ARB_compatibility 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_instance
GL_ARB_ES2_compatibility 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_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_robustness GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_include
GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_compression 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_storage GL_ARB_texture_swizzle
GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_objec
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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc
GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 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_shader_objects
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1
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_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888
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_shared_exponen
GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query
GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test
GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives
GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample
GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance
GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_coverage
GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2
GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32
GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap
GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D
GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float
GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object
GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
received fatal signal 11
Segmentation fault
```

Just shout if there is anymore information you need. This problem could of course be caused by the game itself, but I figured it wouldn't hurt to let you know about it :-)