godot: Godot crashes on SteamVR initialization
Godot version: a24dd678fdef632300347df6e32b5b5b687b0e30 (master)
OS/device including version: fedora 27, gtx 1080, nvidia linux driver 387.34
Issue description: Godot crashes on SteamVR initialization
Steps to reproduce:
Start openvr and run a godot vr project.
Thread 1 "godot.x11.opt.t" received signal SIGILL, Illegal instruction.
0x0000000000915c77 in Vector<RasterizerStorageGLES3::RenderTarget::Effects::MipMaps::Size>::operator[](int) ()
gdb bt
#0 0x0000000000915c77 in Vector<RasterizerStorageGLES3::RenderTarget::Effects::MipMaps::Size>::operator[](int) ()
#1 0x00000000009c20de in RasterizerSceneGLES3::render_scene(Transform const&, CameraMatrix const&, bool, RasterizerScene::InstanceBase**, int, RID*, int, RID*, int, RID, RID, RID, RID, int) ()
#2 0x00000000016eb0c5 in VisualServerScene::_render_scene(Transform, CameraMatrix const&, bool, RID, unsigned int, RID, RID, RID, int) ()
#3 0x00000000016ed50b in VisualServerViewport::_draw_viewport(VisualServerViewport::Viewport*, ARVRInterface::Eyes) ()
#4 0x000000000161e551 in VisualServerRaster::draw(bool) ()
#5 0x00000000008982f5 in Main::iteration() ()
#6 0x000000000044ea1d in main ()
About this issue
- Original URL
- State: closed
- Created 6 years ago
- Comments: 69 (58 by maintainers)
@BastiaanOlij Bingo! Restarting and not focusing the 3D Scene made the trick 👍 All working good. Sponza going well on High settings (not ultra) and no server disconnected error.
Thank you 😃
I think the fix to this problem is not to break the whole API and change struct returns to out-parameter pointers but instead just not allow the overwriting of those types. If direct (possibly) unsafe access is desired on the library side then a library-side conversion union should be used instead.
There were several changes around GDNative that break older builds. Until the GDNative API is fully frozen once 3.0 is officially released you have to use matching builds or weird things happen.
Coppolaemilio, your issue sounds like the one that I fixed before going on holidays. Unfortunately I do all my testing on an Oculus Rift and the Vive does end up surprising me once in a while…
If you clone this github repository: https://github.com/BastiaanOlij/godot-sponza/tree/godot-sponza-vr you’ll find a version of the DLL I build earlier today which works with todays master and if they don’t change anything in the next day or so, should work with RC1 which will be released any day now.