I think I might have misunderstood your previous post:
Debug build runs fine, but release crashes?
I don't think this is released to the glext stuff - it links shaders fine which
means new GL functions are loaded. More likely a compiler optimization
accidentally
breaks code. Another reason might
Hi all,
Good news; for the first time we have buildslaves for the 3 major
platforms (Linux, MacOSX, Windows) !
Thanks to all who host one of these.
http://gcc10.fsffrance.org:8010/waterfall
-- Hans
--
Live Security Vir
Hi!
2012/9/2 Hans :
> Good news; for the first time we have buildslaves for the 3 major
> platforms (Linux, MacOSX, Windows) !
>
> Thanks to all who host one of these.
>
> http://gcc10.fsffrance.org:8010/waterfall
>
Also we have two FreeBSD buildbot (Clang 3.2 and GCC 4.8) :)
--
With best regar
Hi all!
IMHO: We need more OSX and Windows buildbot + we need Linux bot on ARM
CPU if we have plans to porting Stellarium to Android.
--
With best regards, Alexander
--
Live Security Virtual Conference
Exclusive live ev
Hi,
I'm running the current head of trunk on linux/Ubuntu 10.04.
Log/screenshot attached.
I'll try the last release.
Thanks,
Thomas
2012-09-02T19:49:32
Linux version 2.6.32-42-generic (buildd@aatxe) (gcc version 4.4.3 (Ubuntu
4.4.3-4ubuntu5.1) ) #95-Ubuntu SMP Wed Jul 25 15:57:54 UTC 2012
Compil
I managed to reproduce the bug.
Dug up an old PC with a Radeon X1600 and put Windows on it. Never seen
so much dust before.
I couldn't set up a build environment yet (can't connect to network), but copied
binaries built in the VM. Debug works, release crashes.
I'll try to find out what's going o