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Topics - 22ndCG

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Graphics / sf::Texture Destructor Causing Segfault
« on: October 27, 2012, 05:50:05 am »
I have no idea why, but if a Texture has image data loaded when its destructor is called, it causes a segfault. I'm using CodeBlocks with MinGW, and my SFML build was just updated about a month ago. No segfault occurs if the image is not loaded, however.

Some code that reproduces the crash:
#include <SFML.hpp>
using namespace sf;

int main()
{
    RenderWindow window(VideoMode(640, 480, 32), "Texture Crasher");
    Texture tx1, tx2;
    tx1.loadFromFile("image.png");
    tx2.loadFromFile("image.png");

    while(window.isOpen())
    {
         Event event;
         while (window.pollEvent(event))
         {
            if (event.type==Event::Closed)
            window.close();
         }

        window.clear();
        window.display();

        sleep(milliseconds(25));
    }

    return 0;
}
 

GDP outputs:
#0 7763E3BE   ntdll!LdrWx86FormatVirtualImage() (C:\Windows\system32\ntdll.dll:??)
#1 00000000   0x00000000 in ??() (??:??)

Any idea on why this is happening or how I can fix it? Outside of a debugger, the program will rarely crash, but that doesn't mean everything is working ok.

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