On 5/09/2011 4:47 PM, Dave Booth wrote: > On 9/5/2011 12:53 AM, Tateru Nino wrote: > >> In order of likelyhood (most to least), I'd say: corrupted texture >> header data, corrupted heap, fragmented heap. >> > After a few moments of reflection of my own, I agree with your > assessment.. The question that springs to mind is why does it happen in > an area where I know all the textures have been loaded successfully in > previous builds without any of the three issues showing up? All bets are off with a heap-corruption bug. You might have clicked twice, in rapid succession, on a UI widget with a non-reentrant handler, or you might have viewed some _other_ content at some prior time during the session which caused an allocation overrun. Whatever causes the heap to mess up lays around like a time-bomb waiting for the allocator's pool manager to discover that things are "messed the hell up".
Heap-corruption bugs are a pest, since there's usually little or no relation between where the app fails and where the bug _really_ is. It might even be easily reproducible - but that doesn't necessarily narrow it down any, alas. _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges