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The game was working fine. But while escaping to close, I found the below log and exiting with segmentation fault.
Starting the game... INFO: Initializing raylib 5.0 INFO: Platform backend: DESKTOP (GLFW) INFO: Supported raylib modules: INFO: > rcore:..... loaded (mandatory) INFO: > rlgl:...... loaded (mandatory) INFO: > rshapes:... loaded (optional) INFO: > rtextures:. loaded (optional) INFO: > rtext:..... loaded (optional) INFO: > rmodels:... loaded (optional) INFO: > raudio:.... loaded (optional) INFO: DISPLAY: Device initialized successfully INFO: > Display size: 1920 x 954 INFO: > Screen size: 900 x 900 INFO: > Render size: 900 x 900 INFO: > Viewport offsets: 0, 0 INFO: GLAD: OpenGL extensions loaded successfully INFO: GL: Supported extensions count: 220 INFO: GL: OpenGL device information: INFO: > Vendor: Mesa INFO: > Renderer: llvmpipe (LLVM 15.0.7, 128 bits) INFO: > Version: 4.5 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1 INFO: > GLSL: 4.50 INFO: GL: VAO extension detected, VAO functions loaded successfully INFO: GL: NPOT textures extension detected, full NPOT textures supported INFO: GL: DXT compressed textures supported INFO: GL: ETC2/EAC compressed textures supported INFO: PLATFORM: DESKTOP (GLFW): Initialized successfully INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 1] Default texture loaded successfully INFO: SHADER: [ID 1] Vertex shader compiled successfully INFO: SHADER: [ID 2] Fragment shader compiled successfully INFO: SHADER: [ID 3] Program shader loaded successfully INFO: SHADER: [ID 3] Default shader loaded successfully INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) INFO: RLGL: Default OpenGL state initialized successfully INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) INFO: FONT: Default font loaded successfully (224 glyphs) INFO: TIMER: Target time per frame: 16.667 milliseconds INFO: FILEIO: [Graphics/food.png] File loaded successfully INFO: IMAGE: Data loaded successfully (28x28 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 3] Texture loaded successfully (28x28 | R8G8B8A8 | 1 mipmaps) INFO: AUDIO: Device initialized successfully INFO: > Backend: miniaudio / PulseAudio INFO: > Format: 32-bit IEEE Floating Point -> 16-bit Signed Integer INFO: > Channels: 2 -> 2 INFO: > Sample rate: 48000 -> 48000 INFO: > Periods size: 3600 INFO: FILEIO: [Sounds/eat.mp3] File loaded successfully INFO: WAVE: Data loaded successfully (48000 Hz, 32 bit, 2 channels) INFO: FILEIO: [Sounds/wall.mp3] File loaded successfully INFO: WAVE: Data loaded successfully (48000 Hz, 32 bit, 2 channels) INFO: TEXTURE: [ID 2] Unloaded texture data from VRAM (GPU) INFO: SHADER: [ID 3] Default shader unloaded successfully INFO: TEXTURE: [ID 1] Default texture unloaded successfully INFO: Window closed successfully INFO: AUDIO: Device closed successfully Segmentation fault (core dumped)
The text was updated successfully, but these errors were encountered:
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The game was working fine. But while escaping to close, I found the below log and exiting with segmentation fault.
The text was updated successfully, but these errors were encountered: