Re: Crash on glBegin() (Was: Help with debugging needed)

2005-08-26 Thread Lionel Ulmer
> As far as I can tell from a quick look, no. All ddraw calls are done from the > same thread, there are only a few imm32 calls from another thread. OK, a shame :-) > I have noticed that it creates multiple DirectDraw and Direct3D devices, some > of them are freed, re-created and freed again. A

Re: Crash on glBegin() (Was: Help with debugging needed)

2005-08-26 Thread Stefan Dösinger
Hi, > On Tue, Aug 23, 2005 at 12:35:16PM +, Stefan Dösinger wrote: > > I'll try to reproduce the behaviour and write a small test for this > > problem and the reference counting issue. However, this may take some > > time... > > Could you do a +ddraw,+tid trace and check that all DirectX calls

Re: Crash on glBegin() (Was: Help with debugging needed)

2005-08-25 Thread Lionel Ulmer
On Tue, Aug 23, 2005 at 12:35:16PM +, Stefan Dösinger wrote: > I'll try to reproduce the behaviour and write a small test for this problem > and the reference counting issue. However, this may take some time... Could you do a +ddraw,+tid trace and check that all DirectX calls are done from th

Re: Crash on glBegin() (Was: Help with debugging needed)

2005-08-23 Thread Stefan Dösinger
Am Montag, 22. August 2005 22:16 schrieb James Liggett: > Hi Stefan, > > > Now I've run into the next problem: Any call to glBegin(GL_Something) > > crashes in the libs of my OpenGL driver(ATI fglrx) due to some NULL > > pointer access[1]. If I disable Hardware Acceleration, the crash doesn't > > o

Re: Crash on glBegin() (Was: Help with debugging needed)

2005-08-22 Thread James Liggett
Hi Stefan, > Now I've run into the next problem: Any call to glBegin(GL_Something) crashes > in the libs of my OpenGL driver(ATI fglrx) due to some NULL pointer > access[1]. If I disable Hardware Acceleration, the crash doesn't occur and > Empire Earth starts up to the Main Menu more or less su

Crash on glBegin() (Was: Help with debugging needed)

2005-08-22 Thread Stefan Dösinger
Hi, I've continued my work on Empire Earth my Solution(or is it a hack that works by pure chance?) seems to work quite well, and the string operation was also easy to solve, I just may not delete the intro movie. Now I've run into the next problem: Any call to glBegin(GL_Something) crashes in t

Re: Help with debugging needed

2005-08-16 Thread Stefan Dösinger
Hi, > Could you put the +ddraw trace somewhere on the web ? This suspiciously > looks like a reference counting issue either in the application or in the > Wine code. It looks to me that Empire Earth accidentally frees the DirectDraw Interface it's working with. During my look at the ddraw code, I

Re: Help with debugging needed

2005-08-15 Thread Stefan Dösinger
Am Montag, 15. August 2005 17:07 schrieb Lionel Ulmer: > > Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, > > but quite a bit later in its own code. It tries to call > > Main_DirectDrawSurfaceRelease for an allready freed surface: From the > > crash dump: > > Could you put

Re: Help with debugging needed

2005-08-15 Thread Stefan Dösinger
Am Montag, 15. August 2005 17:07 schrieb Lionel Ulmer: > > Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, > > but quite a bit later in its own code. It tries to call > > Main_DirectDrawSurfaceRelease for an allready freed surface: From the > > crash dump: > > Could you put

Re: Help with debugging needed

2005-08-15 Thread Lionel Ulmer
> Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, but > quite a bit later in its own code. It tries to call > Main_DirectDrawSurfaceRelease for an allready freed surface: From the crash > dump: Could you put the +ddraw trace somewhere on the web ? This suspiciously look

Re: Help with debugging needed

2005-08-15 Thread Stefan Dösinger
Hi, That thing gets more and more interesting: I was mislead by the belief that 'next' would behave as 'nexti' at the end of the known C code. But obviosly it doesn't. Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, but quite a bit later in its own code. It tries to ca

Re: Help with debugging needed

2005-08-13 Thread James Liggett
On Sat, 2005-08-13 at 22:15 +, Stefan Dösinger wrote: > I indeed was in doubt that ddraw or dinput are causing the problem, and I > didn't find anything wrong in the DDraw code. Well, I'll see. > > BTW, Empire Earth crashes in exactly the same way in Cedega, where I expect > the DirectX imp

Re: Help with debugging needed

2005-08-13 Thread James Liggett
On Sat, 2005-08-13 at 22:35 +, Stefan Dösinger wrote: > Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer: > > > This looks like a really nasty heap corruption to me, and I'm afraid it's > > > beyond my knowledge. Can anyone of the ddraw/d3d people help me? > > > > I think best would a +dd

Re: Help with debugging needed

2005-08-13 Thread Andreas Mohr
Hi, On Sat, Aug 13, 2005 at 10:35:34PM +, Stefan Dösinger wrote: > Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer: > > > This looks like a really nasty heap corruption to me, and I'm afraid it's > > > beyond my knowledge. Can anyone of the ddraw/d3d people help me? > > > > I think best

Re: Help with debugging needed

2005-08-13 Thread Stefan Dösinger
Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer: > > This looks like a really nasty heap corruption to me, and I'm afraid it's > > beyond my knowledge. Can anyone of the ddraw/d3d people help me? > > I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see > where the corru

Re: Help with debugging needed

2005-08-13 Thread Stefan Dösinger
Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer: > > This looks like a really nasty heap corruption to me, and I'm afraid it's > > beyond my knowledge. Can anyone of the ddraw/d3d people help me? > > I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see > where the corru

Re: Help with debugging needed

2005-08-13 Thread Lionel Ulmer
> This looks like a really nasty heap corruption to me, and I'm afraid it's > beyond my knowledge. Can anyone of the ddraw/d3d people help me? I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see where the corruption may occur. And it's not because it crashes into DDraw code

Re: Help with debugging needed

2005-08-13 Thread Stefan Dösinger
Hi, > > So my questions are: > > *Am I right with my suspection that the problems are caused by a > > incorrect return? > > It's possible. I'm working on a problem like that with palm desktop. But > you won't know until you debug it :) It could be nasty to fix though. I was lucky with setting a bra

Re: Help with debugging needed

2005-08-11 Thread James Liggett
On Thu, 2005-08-11 at 21:39 +, Stefan Dösinger wrote: > Hello, > I am trying(once again) to get Empire Earth [1] running with wine. After > solving a few problems[2], I've run into a strange access violation crash. It > looks like a buffer overrun, followed by a return to an invalid adress. >

Help with debugging needed

2005-08-11 Thread Stefan Dösinger
Hello, I am trying(once again) to get Empire Earth [1] running with wine. After solving a few problems[2], I've run into a strange access violation crash. It looks like a buffer overrun, followed by a return to an invalid adress. A +relay,+snoop trace gives this: ... 0009:CALL Low-Level [EMAIL P