{"issue":{"created_at":"2011-12-14T10:48:50Z","state":"open","updated_at":"2011-12-14T10:48:50Z","user":{"gravatar_id":"48555e837cea33bdeb7da07af2e0364b","id":788059,"url":"https://api.github.com/users/aspic","login":"aspic","avatar_url":"https://secure.gravatar.com/avatar/48555e837cea33bdeb7da07af2e0364b?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png"},"comments":0,"body":"Hi!\r\n\r\nFirst of all, thank you for a really nice hack. :-) Glxgears and Heroes of Newerth both run successfully with the optirun command, but as topic states, bit trip runner segmentation faults.\r\n\r\nOutput on the terminal:\r\n\r\n```SDL: setting video mode 1280x720, fullscreen? no\r\nrender: GL is hardware accelerated\r\nGL vendor: NVIDIA Corporation, renderer GeForce 310M/PCI/SSE2, version 3.3.0 NVIDIA 290.10, GLSL 3.30 NVIDIA via Cg compiler\r\nrender: supported GL extensions:\r\nGL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float\r\nGL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage\r\nGL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float\r\nGL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers\r\nGL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instance\r\nGL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location\r\nGL_ARB_fragment_coord_conventions GL_ARB_fragment_program\r\nGL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object\r\nGL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary\r\nGL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging\r\nGL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment\r\nGL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture\r\nGL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object\r\nGL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex\r\nGL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects\r\nGL_ARB_seamless_cube_map GL_ARB_separate_shader_objects\r\nGL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100\r\nGL_ARB_shading_language_420pack GL_ARB_shading_language_include\r\nGL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync\r\nGL_ARB_texture_border_clamp GL_ARB_texture_buffer_object\r\nGL_ARB_texture_compression GL_ARB_texture_compression_rgtc\r\nGL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add\r\nGL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3\r\nGL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat\r\nGL_ARB_texture_multisample GL_ARB_texture_non_power_of_two\r\nGL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg\r\nGL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle\r\nGL_ARB_timer_query GL_ARB_transform_feedback2\r\nGL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix\r\nGL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_objec\r\nGL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader\r\nGL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos\r\nGL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc\r\nGL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform\r\nGL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate\r\nGL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array\r\nGL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access\r\nGL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements\r\nGL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample\r\nGL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object\r\nGL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters\r\nGL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil\r\nGL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object\r\nGL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal\r\nGL_EXT_secondary_color GL_EXT_separate_shader_objects\r\nGL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side\r\nGL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array\r\nGL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1\r\nGL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc\r\nGL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map\r\nGL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3\r\nGL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888\r\nGL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias\r\nGL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponen\r\nGL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage\r\nGL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query\r\nGL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra\r\nGL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip\r\nGL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test\r\nGL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives\r\nGL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image\r\nGL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample\r\nGL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance\r\nGL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option\r\nGL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage\r\nGL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float\r\nGL_NV_light_max_exponent GL_NV_multisample_coverage\r\nGL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil\r\nGL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2\r\nGL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite\r\nGL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2\r\nGL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier\r\nGL_NV_texture_compression_vtc GL_NV_texture_env_combine4\r\nGL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample\r\nGL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2\r\nGL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2\r\nGL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2\r\nGL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1\r\nGL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3\r\nGL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32\r\nGL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap\r\nGL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil\r\nGL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D\r\nGL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float\r\nGL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object\r\nGL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod\r\nGL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum\r\nreceived fatal signal 11\r\nSegmentation fault\r\n```\r\n\r\nJust shout if there is anymore information you need. This problem could of course be caused by the game itself, but I figured it wouldn't hurt to let you know about it :-)","assignee":null,"id":2549952,"labels":[],"number":49,"pull_request":{"patch_url":null,"html_url":null,"diff_url":null},"title":"Segfault when running Bit Trip Runner","closed_at":null,"html_url":"https://github.com/z0rc/debumblebee/issues/49","url":"https://api.github.com/repos/z0rc/debumblebee/issues/49","milestone":null},"action":"opened"}