Ok, I'm writing a simple game. Everything worked like charm until I accidentally resized my window. I don't want my window to be resizable, but I surmised that I have bug somewhere so before turning off resizing I wanted to find it. What I found puzzles me greatly.
First details of my system:
Windows 7 Enterprise SP1
SFML 2.4.0 compiled by hand with g++ (x86_64-posix-seh-rev1, Built by MinGW-W64 project) 6.2.0 .
I did some debugging and it crashes in some OpenGL functions. If I run my program crash is inside call to
RenderWindow::draw. If I use example from tutorial it happens when calling
Window::clear. The thing is that if I don't resize, everything works fine...
I have call stacks for both cases.
First from my program:
0 0x000007fee004cd25 ig8icd64!DllMain
1 0x000007fedfc899e2 ig8icd64!DrvSetLayerPaletteEntries
2 0x000007fedfc8ecd5 ig8icd64!DrvSetLayerPaletteEntries
3 0x000007fedfc8f423 ig8icd64!DrvSetLayerPaletteEntries
4 0x000007fedfc913e8 ig8icd64!DrvSetLayerPaletteEntries
5 0x000007fedfc83aef ig8icd64!DrvSetLayerPaletteEntries
6 0x000007fedfebfb0e ig8icd64!DrvSetLayerPaletteEntries
7 0x000007fedfebf265 ig8icd64!DrvSetLayerPaletteEntries
8 0x000007fedfc89347 ig8icd64!DrvSetLayerPaletteEntries
9 0x000007fedfc8976b ig8icd64!DrvSetLayerPaletteEntries
10 0x000007fedfbd698a ig8icd64!RegisterProcTableCallback
11 0x000007fedfb158d5 ??
12 0x000007fee004239f ig8icd64!DrvSetContext
13 0x000007fee93e517e wglSwapLayerBuffers
14 0x000007fee93e5604 wglMakeCurrent
15 0x000000006e185cf8 sf::priv::WglContext::makeCurrent C:\\dev\\SFML-2.4.0\\src\\SFML\\Window\\Win32\\WglContext.cpp 205
16 0x000000006e18221d sf::priv::GlContext::setActive C:\\dev\\SFML-2.4.0\\src\\SFML\\Window\\GlContext.cpp 311
17 0x000000006e1849ac sf::Window::setActive C:\\dev\\SFML-2.4.0\\src\\SFML\\Window\\Window.cpp 330
18 0x0000000068ee09fd sf::RenderWindow::activate C:\\dev\\SFML-2.4.0\\src\\SFML\\Graphics\\RenderWindow.cpp 67
19 0x0000000068edf927 sf::RenderTarget::draw C:\\dev\\SFML-2.4.0\\src\\SFML\\Graphics\\RenderTarget.cpp 217
20 0x0000000068eeb8af sf::Sprite::draw C:\\dev\\SFML-2.4.0\\src\\SFML\\Graphics\\Sprite.cpp 143
21 0x0000000068edf8cf sf::RenderTarget::draw C:\\dev\\SFML-2.4.0\\src\\SFML\\Graphics\\RenderTarget.cpp 195
22 0x000000000040190b Application::draw C:\\dev\\workspace\\TowerDefense\\TDGame\\src\\Application.cpp 13
Second from example:
#0 0x000007fee004cd25 in ig8icd64!DllMain ()
from C:\Windows\system32\ig8icd64.dll
#1 0x000007fedfc899e2 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#2 0x000007fedfc8ecd5 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#3 0x000007fedfc8f423 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#4 0x000007fedfc913e8 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#5 0x000007fedfc83aef in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#6 0x000007fedfebfb0e in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#7 0x000007fedfebf265 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#8 0x000007fedfc89347 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#9 0x000007fedfc8976b in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#10 0x000007fedfbd698a in ig8icd64!RegisterProcTableCallback ()
from C:\Windows\system32\ig8icd64.dll
#11 0x000007fedfe43055 in ig8icd64!DrvSetLayerPaletteEntries ()
from C:\Windows\system32\ig8icd64.dll
#12 0x0000000068edf433 in sf::RenderTarget::clear (this=0x22fc00, color=...)
at C:\dev\SFML-2.4.0\src\SFML\Graphics\RenderTarget.cpp:107
#13 0x0000000000401759 in main ()
at C:/dev/workspace/TowerDefense/MVCE_Stack/main.cpp:27
.
I tried googling a bit but to no avail. Could this be something with my SFML build? Or maybe it's some incompatibility with the newest mingw-w64? I'm out of ideas what to try.