VBO broken in MacOS 10.4

It’s seems to be confirmed that the GL_EXT_vertex_buffer_object is broken in MacOS 10.4 :

  1. In my program:

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x08e96002

Thread 0 Crashed:
0 com.apple.GeForce2MXGLDriver 0x01755a20 gldPageoffBuffer + 11324
1 GLEngine 0x04226758 gleExecuteVertexArrayRange + 148
2 GLEngine 0x0427e740 gleDrawArraysOrElements_VBO_Exec + 912

  1. In OGRE3D Engine

http://www.ogre3d.org/phpBB2/viewtopic.php?t=10135&

Thread 0 Crashed:
0 com.apple.GeForce2MXGLDriver 0x05410a20 gldPageoffBuffer + 11324
1 GLEngine 0x052fe758 gleExecuteVertexArrayRange + 148 << SAME LOCATION
2 GLEngine 0x05356740 gleDrawArraysOrElements_VBO_Exec + 912 << SAME LOCATION

  1. In an other program :

http://www.oddlabs.com/forum/viewtopic.php?p=1773&sid=1ffbc2bde72999aca6735f835e6421bd

Thread 1 Crashed:
0 com.apple.GeForce2MXGLDriver 0x08bf4a20 gldPageoffBuffer + 11324
1 GLEngine 0x08ae2758 gleExecuteVertexArrayRange + 148 << SAME LOCATION
2 GLEngine 0x08b3a740 gleDrawArraysOrElements_VBO_Exec + 912 << SAME LOCATION

Notice the three program, using different engine always crash in the same location :

1 GLEngine 0x04226758 gleExecuteVertexArrayRange + 148
2 GLEngine 0x0427e740 gleDrawArraysOrElements_VBO_Exec + 912

The bug was reported in Apple Radar since May but I still haven’t got any answer from Apple. Does anybody noticed the same issue ?

In every case, disabling the VBO fix the problem. So developers using this extension should be warned about the problem and not use VBO.

Cheers;

I’ve been using VBO’s since I moved up to 10.4 and they have been fine, I use them to map a vertex buffer to then update the vertices in my skeletal animation. I also use them when an object has some form of texture animation and therefore cannot use display lists, these are also fine.

I did notice problems originally in 10.3.9 which caused all sorts of problems, but those seem to have been fixed.

I notice you use VertexArrayRange, which I do not, so that might be a starting point to finding out what causes your VBO’s to crash. I currently use glDrawElements and glDrawRangeElements and have an array buffer for verts/normals/tex coords/colours per object, and have no ill effects.

The code is using glDrawElements, and from 3 differents programs from 3 differents authors. Also the same program did work in MacOS 10.3.9.

I had a feedback from Apple and apparently, they fixed the problem.

There were a bug in VBO, especially on Geforce video cards and also under some circumstances on all other video cards.

So i’m waiting for MacOS 10.4.3, hoping that the fix will be there.

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