I’m experiencing a very weird behavior that I wasn’t previously. All new builds on Windows 10 64bit crash. Even the most basic OpenFL demo apps crash (like DisplayingABitmap). Neko builds also crash. All other targets seem to be working fine.
I’ve deleted and reinstalled Haxe with OpenFL only to see if it’s library related, crashes still happen right at the start of the apps. The Crash is the usual Windows popup: DisplayingABitmap.exe has stopped working. A problem cased the program to stop working correctly. Windows will close the program and notify you if a solution is available.
I tried 32 and 64 bit Haxe, the result is the same. I suspect it’s a Lime issue, was happy there was a fresh update this morning but every new build is still crashing.
Fortunately I have older builds of a few apps and they run without any issues, but new builds always crash.
I’m going nuts over here. Can anybody help with at least finding Windows logs to see what can cause the issue? Or is there any way to force an older version of the libs/dlls in command line to see if the issue is version related?
Of course I made the builds with deleting everything from the export folders previously. 7.1.* is definitely faulty, tested it on a clean Windows 7 as well
Thanks for the report! I am also testing on two Windows 10 machines, and neither one has this issue, so if you can, your help would be really appreciated to try and figure this out.
You said that Lime BunnyMark is crashing, then I presume that Lime “SimpleImage” on Neko would also be crashing? If that is so, then let’s focus on that. Lime using GL to render an image appears to be an issue. We can ignore OpenFL versions and focus only on Lime.
Does Lime 6.1 crash, or is it only Lime 6.2 that crashes?
We added new system values, System.deviceModel, System.deviceVendor, System.platformLabel and System.platformName, System.platformVersion in that version. It is possible that could have an issue, but the code shouldn’t be running automatically, it should only be upon request. I do not believe that a stock Lime sample would call this.
There are some changes to how we access the OpenGL context, but it appears that OpenGL is working for you, at least as much as clearing the screen (Lime HelloWorld). It might also be worth checking if it indeed is running in OpenGL, or if it is falling back to Cairo. You could add a trace statement in a Lime sample to see which renderer it uses.
Otherwise I don’t see much that could affect Windows, (possibly) trying to roll back this change:
But I don’t believe that should be an issue, either
I’m moving on from AIR to OpenFL, working on an app for a client of mine, hopefully I can target 5-6 platforms with one code base (including the browser which is a top priority for them)
I’m sort of an update freak, I run “haxelib update” frequently – I just love whatever new stuff is introduced
This is why I noticed the app crashes with the newest OpenFL while I did not experience it with the previous builds. To make sure it’s not a coding error, I rolled back OpenFL/Lime to previous versions and made some tests with the sample apps as well, tested it with Neko too to see if it changes anything.
So far OpenFL 7.0.0 is working fine, 7.1.* results in a crash while targeting Windows. iOS, Android, Mac, HTML5 builds are all working perfectly.
Results for the SimpleImage Lime app (the entire Export directory is purged inbetween builds):
Lime 6.2.0:
lime test windows - crash (Windows app crash dialog)
lime test neko - crash (Windows app crash dialog)
Lime 6.0.1:
lime test neko:
Called from Main.hx line 160
Uncaught exception - Invalid field access : set_format
AL lib: (EE) alc_cleanup: 1 device not closed
lime test windows: crash (Windows app crash dialog)
Results for the HelloWorld Lime app
Lime 6.2.0
Neko: traces “OPENGL” in console for this.renderer.type and works properly (although the app doesn’t do much)
Windows: crash without tracing anything
Lime 6.0.1
Windows and Neko: traces “CAIRO” in console for this.renderer.type and works properly
Results for the BunnyMark Lime app
Lime 6.2.0
Neko: crash
Windows: crash
Lime 6.0.1
Neko and Windows: throws an in-app dialog about “Unsupported render context” then exits. I suppose it’s normal behavior.
Maybe it’s worth noting that my developer PC does not have a dedicated video card, only the on-board Intel thingy is available. I know nowadays everbody’s rocking an NVIDIA GTXSR16000XTX in their rig, but I really love this machine, it’s perfect for development even without an expensive video card Also the Windows 7 I tested the app on is a HyperV based virtual PC on the same Windows 10 host, so there’s also no dedicated video card. Maybe this is the source of all my problems. (All other platforms I tested on have their respective dedicated video hardware). Maybe it’s the lack of required OpenGL functions on the on-board video card, maybe it’s something else. Weird thing is that rolling back a few versions make me able to continue working on the app I mentioned.
The HelloWorld results were telling – OPENGL on the new version, but CAIRO on the older. We had a version check on the OpenGL context, and would reject the context if it was OpenGL 1 – since it does not support shaders. I think this check broke in the changes in Lime 6.1.
I have a new build that may resolve this, would you mind trying it?