Ok, so first of all I have tried this:
https://github.com/SFML/SFML/issues/5I don't think this is the issue however, after following the breakpoint, this happens after one of my gamestates (the intro state)'s destructor is called. As it progresses it calls:
sf::Text::~Text()
sf::Text::~Text()
sf::VertexArray::~VertexArray()
sf::VertexArray::~VertexArray()
and then breaks ...
inline _LIBCPP_INLINE_VISIBILITY void __deallocate(void *__ptr) {
#ifdef _LIBCPP_HAS_NO_BUILTIN_OPERATOR_NEW_DELETE
::operator delete(__ptr);
#else
__builtin_operator_delete(__ptr); <<< RIGHT HERE!!!
#endif
}
This is my output:
Project(33063,0x7fff72aef000) malloc: *** error for object 0x7fa16b8d6f60: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Here is the relevant line in my cmake file:
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_GLIBCXX_FULLY_DYNAMIC_STRING=1 -std=c++14 -stdlib=libc++")
so I think im doing everything right from the apple standpoint.
OSX: 10.11.5
CMAKE: VERSION 3.5
SFML Version: 2.3
IDE: CLION
Let me know if there is any other information I can give you. The funny thing is, this works fine when I run it in Xcode, but I don't really want to use Xcode for this project. Thanks in advance everyone!