UV map and game engine property cause crash #32050

Closed
opened 2012-07-09 02:27:41 +02:00 by Geoff sdfgeoff · 4 comments

%%%If you have a plane with a UV map and give it a game logic property "Text" then blender will crash when you switch to Textured viewport mode.

To replicate this problem:

  1. Create a new blend file. Delete the default cube. Add a plane.
  2. UV unwrap the plane, doesn't matter how. Exit edit mode
  3. Add a game logic property called "Text" It doesn't matter what type of property it is or what value it has. Only the name is important.
  4. Change viewport mode to "textured"

Or change to texture mode in the blend file I've attached.

Blender will crash leaving "Segmentation Fault" in the console.

Additional Detail:

  • Having an image for the UV map doesn't solve this problem.
  • Having a material will stop this from occurring.
  • Blender will not crash if you are in edit mode when you switch to textured shading.

Likely cause:
To display text in the Game Engine, before support of the text object, one used a plane with a property labelled "Text" and a face/material/UV mode specifically for displaying it. It seems the modern code can't cope with not having a material.%%%

%%%If you have a plane with a UV map and give it a game logic property "Text" then blender will crash when you switch to Textured viewport mode. To replicate this problem: 1) Create a new blend file. Delete the default cube. Add a plane. 2) UV unwrap the plane, doesn't matter how. Exit edit mode 3) Add a game logic property called "Text" It doesn't matter what type of property it is or what value it has. Only the name is important. 4) Change viewport mode to "textured" Or change to texture mode in the blend file I've attached. Blender will crash leaving "Segmentation Fault" in the console. Additional Detail: - Having an image for the UV map doesn't solve this problem. - Having a material will stop this from occurring. - Blender will not crash if you are in edit mode when you switch to textured shading. Likely cause: To display text in the Game Engine, before support of the text object, one used a plane with a property labelled "Text" and a face/material/UV mode specifically for displaying it. It seems the modern code can't cope with not having a material.%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%Using 64bit linux svn r48831.

I was indeed able to get it to crash as you described. Here is the backtrace just in case it saves a few minutes for a dev:

Program received signal SIGSEGV, Segmentation fault.
0x00000000009acf55 in T.133 ()
(gdb) thread apply all bt

Thread 3 (Thread 0x7fffed3a3700 (LWP 24176)):

  • 0 sem_wait () at ../nptl/sysdeps/unix/sysv/linux/x86_64/sem_wait.S:86
  • 1 0x00007fffef88335f in ?? () from /usr/lib/libIlmThread.so.6
  • 2 0x00007ffff6243e9a in start_thread (arg=0x7fffed3a3700) at pthread_create.c:308
  • 3 0x00007ffff432d4bd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112

4 0x0000000000000000 in ?? ()

Thread 2 (Thread 0x7fffedba4700 (LWP 24175)):

  • 0 sem_wait () at ../nptl/sysdeps/unix/sysv/linux/x86_64/sem_wait.S:86
  • 1 0x00007fffef88335f in ?? () from /usr/lib/libIlmThread.so.6
  • 2 0x00007ffff6243e9a in start_thread (arg=0x7fffedba4700) at pthread_create.c:308
  • 3 0x00007ffff432d4bd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112

4 0x0000000000000000 in ?? ()

Thread 1 (Thread 0x7ffff7fb07c0 (LWP 24172)):

  • 0 0x00000000009acf55 in T.133 ()
  • 1 0x00000000009ad4f5 in draw_mesh_textured_old ()
  • 2 0x00000000009addd7 in draw_mesh_textured ()
  • 3 0x0000000000998164 in draw_mesh_object ()
  • 4 0x000000000099dda2 in draw_object ()
  • 5 0x00000000009754af in view3d_main_area_draw_objects ()
  • 6 0x00000000009766b9 in view3d_main_area_draw ()
  • 7 0x0000000000b13c95 in ED_region_do_draw ()
  • 8 0x00000000008cc3d4 in wm_method_draw_overlap_all ()
  • 9 0x00000000008cccef in wm_draw_update ()
  • 10 0x00000000008cb3e8 in WM_main ()
  • 11 0x00000000008c991a in main ()
    %%%
%%%Using 64bit linux svn r48831. I was indeed able to get it to crash as you described. Here is the backtrace just in case it saves a few minutes for a dev: Program received signal SIGSEGV, Segmentation fault. 0x00000000009acf55 in T.133 () (gdb) thread apply all bt Thread 3 (Thread 0x7fffed3a3700 (LWP 24176)): - 0 sem_wait () at ../nptl/sysdeps/unix/sysv/linux/x86_64/sem_wait.S:86 - 1 0x00007fffef88335f in ?? () from /usr/lib/libIlmThread.so.6 - 2 0x00007ffff6243e9a in start_thread (arg=0x7fffed3a3700) at pthread_create.c:308 - 3 0x00007ffff432d4bd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112 # 4 0x0000000000000000 in ?? () Thread 2 (Thread 0x7fffedba4700 (LWP 24175)): - 0 sem_wait () at ../nptl/sysdeps/unix/sysv/linux/x86_64/sem_wait.S:86 - 1 0x00007fffef88335f in ?? () from /usr/lib/libIlmThread.so.6 - 2 0x00007ffff6243e9a in start_thread (arg=0x7fffedba4700) at pthread_create.c:308 - 3 0x00007ffff432d4bd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112 # 4 0x0000000000000000 in ?? () Thread 1 (Thread 0x7ffff7fb07c0 (LWP 24172)): - 0 0x00000000009acf55 in T.133 () - 1 0x00000000009ad4f5 in draw_mesh_textured_old () - 2 0x00000000009addd7 in draw_mesh_textured () - 3 0x0000000000998164 in draw_mesh_object () - 4 0x000000000099dda2 in draw_object () - 5 0x00000000009754af in view3d_main_area_draw_objects () - 6 0x00000000009766b9 in view3d_main_area_draw () - 7 0x0000000000b13c95 in ED_region_do_draw () - 8 0x00000000008cc3d4 in wm_method_draw_overlap_all () - 9 0x00000000008cccef in wm_draw_update () - 10 0x00000000008cb3e8 in WM_main () - 11 0x00000000008c991a in main () %%%

%%%Fixed in svn rev48856. Thanks for the report, closing.%%%

%%%Fixed in svn rev48856. Thanks for the report, closing.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#32050
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