Simply crashes the sim (I’m using Mac), though normal mode works fine.
I can confirm that it crashes in DP2. (It worked in DP1).
Process: Corona Simulator [21372] Path: /Applications/CoronaSDK-2.0/Corona Simulator.app/Contents/MacOS/Corona Simulator Identifier: com.coronalabs.Corona\_Simulator Version: 2013.82 (2013.82) Code Type: X86-64 (Native) Parent Process: java [21222] User ID: 501 Date/Time: 2013-09-16 22:08:20.993 +0900 OS Version: Mac OS X 10.8.5 (12F37) Report Version: 10 Sleep/Wake UUID: 0F7131FD-BD07-4C52-BCF6-8273447A5983 Interval Since Last Report: 128725 sec Crashes Since Last Report: 3 Per-App Interval Since Last Report: 33 sec Per-App Crashes Since Last Report: 3 Anonymous UUID: C88D6C07-D37C-8664-014D-D5DB215B4B54 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC\_BAD\_ACCESS (SIGSEGV) Exception Codes: KERN\_INVALID\_ADDRESS at 0x0000000000000018 VM Regions Near 0x18: --\> \_\_TEXT 0000000100000000-00000001001e8000 [1952K] r-x/rwx SM=COW /Applications/CoronaSDK-2.0/Corona Simulator.app/Contents/MacOS/Corona Simulator Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.coronalabs.Corona\_Simulator 0x000000010004dcc2 Rtt::Renderer::Insert(Rtt::RenderData const\*) + 1514 1 com.coronalabs.Corona\_Simulator 0x00000001000c2523 0x100000000 + 795939 2 com.coronalabs.Corona\_Simulator 0x000000010007f9e4 0x100000000 + 522724 3 com.coronalabs.Corona\_Simulator 0x000000010007fdf5 0x100000000 + 523765 4 com.coronalabs.Corona\_Simulator 0x00000001000bddd8 0x100000000 + 777688 5 com.coronalabs.Corona\_Simulator 0x00000001000b43f2 0x100000000 + 738290 6 com.coronalabs.Corona\_Simulator 0x0000000100090aa7 0x100000000 + 592551 7 com.apple.AppKit 0x00007fff85cc0ad7 -[\_NSOpenGLLayer drawInCGLContext:pixelFormat:forLayerTime:displayTime:] + 304 8 com.apple.QuartzCore 0x00007fff8ec73a36 CAOpenGLLayerDraw(CAOpenGLLayer\*, double, CVTimeStamp const\*, unsigned int) + 768 9 com.apple.QuartzCore 0x00007fff8ec73622 -[CAOpenGLLayer \_display] + 397 10 com.apple.QuartzCore 0x00007fff8eb75425 CA::Layer::display\_if\_needed(CA::Transaction\*) + 593 11 com.apple.QuartzCore 0x00007fff8eb74c3f CA::Layer::layout\_and\_display\_if\_needed(CA::Transaction\*) + 35 12 com.apple.QuartzCore 0x00007fff8eb6a417 CA::Context::commit\_transaction(CA::Transaction\*) + 261 13 com.apple.QuartzCore 0x00007fff8eb6a1e7 CA::Transaction::commit() + 369 14 com.apple.QuartzCore 0x00007fff8eb6a003 CA::Transaction::observer\_callback(\_\_CFRunLoopObserver\*, unsigned long, void\*) + 63 15 com.apple.CoreFoundation 0x00007fff8fa57417 \_\_CFRUNLOOP\_IS\_CALLING\_OUT\_TO\_AN\_OBSERVER\_CALLBACK\_FUNCTION\_\_ + 23 16 com.apple.CoreFoundation 0x00007fff8fa57381 \_\_CFRunLoopDoObservers + 369 17 com.apple.CoreFoundation 0x00007fff8fa32881 \_\_CFRunLoopRun + 929 18 com.apple.CoreFoundation 0x00007fff8fa320e2 CFRunLoopRunSpecific + 290 19 com.apple.HIToolbox 0x00007fff8a0b2eb4 RunCurrentEventLoopInMode + 209 20 com.apple.HIToolbox 0x00007fff8a0b2c52 ReceiveNextEventCommon + 356 21 com.apple.HIToolbox 0x00007fff8a0b2ae3 BlockUntilNextEventMatchingListInMode + 62 22 com.apple.AppKit 0x00007fff85612533 \_DPSNextEvent + 685 23 com.apple.AppKit 0x00007fff85611df2 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128 24 com.apple.AppKit 0x00007fff856091a3 -[NSApplication run] + 517 25 com.apple.AppKit 0x00007fff855adbd6 NSApplicationMain + 869 26 com.coronalabs.Corona\_Simulator 0x0000000100001be4 start + 52
Okay, thanks! We’ll get on it.
Hybrid mode is working again in Graphics 2.0 build 2013.103.
I can confirm that it crashes in DP2. (It worked in DP1).
Process: Corona Simulator [21372] Path: /Applications/CoronaSDK-2.0/Corona Simulator.app/Contents/MacOS/Corona Simulator Identifier: com.coronalabs.Corona\_Simulator Version: 2013.82 (2013.82) Code Type: X86-64 (Native) Parent Process: java [21222] User ID: 501 Date/Time: 2013-09-16 22:08:20.993 +0900 OS Version: Mac OS X 10.8.5 (12F37) Report Version: 10 Sleep/Wake UUID: 0F7131FD-BD07-4C52-BCF6-8273447A5983 Interval Since Last Report: 128725 sec Crashes Since Last Report: 3 Per-App Interval Since Last Report: 33 sec Per-App Crashes Since Last Report: 3 Anonymous UUID: C88D6C07-D37C-8664-014D-D5DB215B4B54 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC\_BAD\_ACCESS (SIGSEGV) Exception Codes: KERN\_INVALID\_ADDRESS at 0x0000000000000018 VM Regions Near 0x18: --\> \_\_TEXT 0000000100000000-00000001001e8000 [1952K] r-x/rwx SM=COW /Applications/CoronaSDK-2.0/Corona Simulator.app/Contents/MacOS/Corona Simulator Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.coronalabs.Corona\_Simulator 0x000000010004dcc2 Rtt::Renderer::Insert(Rtt::RenderData const\*) + 1514 1 com.coronalabs.Corona\_Simulator 0x00000001000c2523 0x100000000 + 795939 2 com.coronalabs.Corona\_Simulator 0x000000010007f9e4 0x100000000 + 522724 3 com.coronalabs.Corona\_Simulator 0x000000010007fdf5 0x100000000 + 523765 4 com.coronalabs.Corona\_Simulator 0x00000001000bddd8 0x100000000 + 777688 5 com.coronalabs.Corona\_Simulator 0x00000001000b43f2 0x100000000 + 738290 6 com.coronalabs.Corona\_Simulator 0x0000000100090aa7 0x100000000 + 592551 7 com.apple.AppKit 0x00007fff85cc0ad7 -[\_NSOpenGLLayer drawInCGLContext:pixelFormat:forLayerTime:displayTime:] + 304 8 com.apple.QuartzCore 0x00007fff8ec73a36 CAOpenGLLayerDraw(CAOpenGLLayer\*, double, CVTimeStamp const\*, unsigned int) + 768 9 com.apple.QuartzCore 0x00007fff8ec73622 -[CAOpenGLLayer \_display] + 397 10 com.apple.QuartzCore 0x00007fff8eb75425 CA::Layer::display\_if\_needed(CA::Transaction\*) + 593 11 com.apple.QuartzCore 0x00007fff8eb74c3f CA::Layer::layout\_and\_display\_if\_needed(CA::Transaction\*) + 35 12 com.apple.QuartzCore 0x00007fff8eb6a417 CA::Context::commit\_transaction(CA::Transaction\*) + 261 13 com.apple.QuartzCore 0x00007fff8eb6a1e7 CA::Transaction::commit() + 369 14 com.apple.QuartzCore 0x00007fff8eb6a003 CA::Transaction::observer\_callback(\_\_CFRunLoopObserver\*, unsigned long, void\*) + 63 15 com.apple.CoreFoundation 0x00007fff8fa57417 \_\_CFRUNLOOP\_IS\_CALLING\_OUT\_TO\_AN\_OBSERVER\_CALLBACK\_FUNCTION\_\_ + 23 16 com.apple.CoreFoundation 0x00007fff8fa57381 \_\_CFRunLoopDoObservers + 369 17 com.apple.CoreFoundation 0x00007fff8fa32881 \_\_CFRunLoopRun + 929 18 com.apple.CoreFoundation 0x00007fff8fa320e2 CFRunLoopRunSpecific + 290 19 com.apple.HIToolbox 0x00007fff8a0b2eb4 RunCurrentEventLoopInMode + 209 20 com.apple.HIToolbox 0x00007fff8a0b2c52 ReceiveNextEventCommon + 356 21 com.apple.HIToolbox 0x00007fff8a0b2ae3 BlockUntilNextEventMatchingListInMode + 62 22 com.apple.AppKit 0x00007fff85612533 \_DPSNextEvent + 685 23 com.apple.AppKit 0x00007fff85611df2 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128 24 com.apple.AppKit 0x00007fff856091a3 -[NSApplication run] + 517 25 com.apple.AppKit 0x00007fff855adbd6 NSApplicationMain + 869 26 com.coronalabs.Corona\_Simulator 0x0000000100001be4 start + 52
Okay, thanks! We’ll get on it.
Not only is hybrid mode not working properly, physics seems broken… I have enemy characters walking off platforms a full 50-100 px after they should, other enemies and my character randomly walking through some static objects, etc.
I just downloaded 2013.2004 (2013.07.15) and physics / hybrid are definitely busted in a weird way. My game was working perfectly in whatever daily build I had previously…
Looks like I’m going to have to go back to daily builds and wait for a stable release of graphics 2.0… =(
It sounds like this known issue that I reported it here:
It has to do with physics objects not taking anchor points into consideration, even though they look correct in hybrid mode.
Hybrid mode is working again in Graphics 2.0 build 2013.103.
Not only is hybrid mode not working properly, physics seems broken… I have enemy characters walking off platforms a full 50-100 px after they should, other enemies and my character randomly walking through some static objects, etc.
I just downloaded 2013.2004 (2013.07.15) and physics / hybrid are definitely busted in a weird way. My game was working perfectly in whatever daily build I had previously…
Looks like I’m going to have to go back to daily builds and wait for a stable release of graphics 2.0… =(
It sounds like this known issue that I reported it here:
It has to do with physics objects not taking anchor points into consideration, even though they look correct in hybrid mode.