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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal Tournament (UT99) segfault on opengl init"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108933#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal Tournament (UT99) segfault on opengl init"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108933">bug 108933</a>
from <span class="vcard"><a class="email" href="mailto:wielkiegie@gmail.com" title="Gustaw Smolarczyk <wielkiegie@gmail.com>"> <span class="fn">Gustaw Smolarczyk</span></a>
</span></b>
<pre>(In reply to iive from <a href="show_bug.cgi?id=108933#c8">comment #8</a>)
<span class="quote">> I've already tried placing "#include <locale>" before "iostream", but it has
> no effect. I retested it to be sure.</span >
That won't do anything. The locale stuff is handled by libstdc++.so itself, the
include order in the mesa source file doesn't matter.
<span class="quote">> The game does not link to dynamic libstdc++ , most likely it had been
> statically linked. The binaries are dated from 2006.
>
> The binaries themselves could be obtained from the freely available linux
> installer(s), but they do not contain enough to reproduce the crash. (You
> need some of the game files).</span >
The Core.so binary seems to export the __dynamic_cast symbol. It suggests that
it has been statically linked with some old libstdc++ library that is
incompatible with the most recent one.
It might be impossible to run it correctly with any library written in C++.
Mesa and LLVM usually avoid using RTTI, so the <iostream> might be the only
thing that struggles. However, that is still a work-around. Some other driver
might still not work correctly.
I am not sure if removing the iostream sub-library usage from mesa is
acceptable in general.</pre>
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