openmsx: src/video/GLUtil.hh:305: T* gl::PixelBuffer::getOffset(GLuint, GLuint) [with T = short unsigned int; GLuint = unsigned int]: Assertion `y < height' failed.
Aborted (core dumped)
Fixed. Thanks for reporting!
The bug could trigger when using the 'sdlgl-pp' renderer with 'hq(lite)' scale_algorithm in combination with an interlaced msx screen mode. See here for more details.
Suggestion: whenever a debug break occurs, it should signal the frame skipper that the next frame has to be forcibly drawn.
I implemented this (or something close to it). Could you please verify with the latest development snapshot?
wow you guys are fast! gonna do a git pull and new make install in a bit to confirm.
for me the same issue occurs in version openMSX 0.14.0-369-g3e6b2d93e-dirty
another thing, I reconfigured the source with export OPENMSX_FLAVOUR=devel but when building it still built me the opt version, is there anything else I need to flush before rebuilding that I'm not aware of?
The dirty means you changed something to the code...
...another thing, I reconfigured the source with export OPENMSX_FLAVOUR=devel but when building it still built me the opt version...
The OPENMSX_FLAVOUR variable is needed during the build rather than the configure step. Personally, when I need a different build flavour, I do this (without reconfiguring):
make OPENMSX_FLAVOUR=debug -j4
And as Manuel already said, the "dirty" tag in the version means you have local changes in your source code. Best check if those are intentional.
no, nothing intentionally changed, let me start from scratch here.
ok, flushed it all and recompiled from scratch to the following version:
openMSX 0.14.0-369-g3e6b2d93e
flavour: debug
components: ALSAMIDI CORE GL LASERDISC
but same issue is occuring:
expected floating-point number but got ""openmsx: src/video/GLUtil.hh:305: T* gl:ixelBuffer::getOffset(GLuint, GLuint) [with T = short unsigned int; GLuint = unsigned int]: Assertion `y < height' failed.
Aborted (core dumped)
crash dump with core dump from debug version uploaded.
Which scale_algorithm setting are you using? Which scale_factor?
Renderer: SDLGL-PP, Scaler: 4x, HQ Accuracy: pixel, deinterlace On, Limit Sprites: on