Comments (2)
Is there a managed trace? It should exist in the Mono backtrace information.
If there isn't one, the main cause of missing managed traces is multithreaded GL, and the native trace suggests this as well (libGL and pthread in one trace, oh dear). If you have anything in your engine related to hardware-accelerated graphics on multiple threads, fix the code immediately.
Also, be sure you are Dispose()ing your Game.
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I added game.Dispose(); to the main method after the game.Run(); and now exits well!
Thank you flibitijibibo! 👍
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Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
- [OpenGL] VMware/VBox Support? HOT 7
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- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
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- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
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