I have a strange app crash:
- it crashes on iPod 2G (iOS 4.2) and iPhone 3G (iOS 3.1.3) but runs well on iPhone 4, iPad and Simulator
- it crashes each time in the same line with "EXC_BAD_INSTRUCTION" (some little time after app launching)
- it crashes at calling system functions: first time at alListenerf(...), then if I comment this line it crashes at mmap(...), and after commenting it at glBindFramebufferOES(...), executing well my code between these functions
I profiled the app with Instruments thinking that the problem is with memory but there is enough free memory on device at the moment of crash. Earlier I met a similar crash on release build related to "level of optimization" setting (crash on "Fast" and "Faster", works on "None") but now it crashes in debug and release builds. Looks like there is a device-specific bug.
Maybe someone has solved the same problem, I should be thankful for help.
glBindFramebufferOES()is OpenGL ES 1.1, which is supported on all iOS devices, even the older ones. If it wasglBindFramebuffer(), that's OpenGL ES 2.0, which is only available on iPhone 3G S and newer devices. - Brad Larson