Unity 2022.2.4f1 Crashing ( Geometry, Rendering, Particles, GUI )? - unity3d

I am getting this crash with my Unity editor, does anyone have any advice to fix it? It is being built with Android mobile settings, I updated my project to Unity 2022.2.4f1 and I started getting this error, the last thing I worked on was a mobile joystick.
Obtained 54 stack frames
0x00007ff69803aa02 (Unity) GeometryJobTasks::ScheduleSharedGeometryJobs
0x00007ff69803ab81 (Unity) GfxDevice::ScheduleSharedGeometryJobsInternal
0x00007ff69831abf1 (Unity) GfxDeviceClient::ScheduleSharedGeometryJobsInternal
0x00007ff699abe3e4 (Unity) ParticleSystemGeometryJob::ScheduleJobs
0x00007ff697b497d4 (Unity) DispatchGeometryJobs
0x00007ff697b2391e (Unity) Camera::CustomRender
0x00007ff697b31794 (Unity) RenderManager::RenderCameras
0x00007ff698c5a390 (Unity) RepaintController::RenderPlayModeViewCameras
0x00007ff6990f77fe (Unity) EditorGUIUtility::RenderPlayModeViewCamerasInternal
0x00007ff6976ddda3 (Unity) EditorGUIUtility_CUSTOM_RenderPlayModeViewCamerasInternal_Injected
0x000001ed55f1e5d8 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal_Injected (UnityEngine.RenderTexture,int,UnityEngine.Vector2&,bool,bool)
0x000001ed55f1e503 (Mono JIT Code) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
0x000001ed55f1d3b3 (Mono JIT Code) UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
0x000001ed55d624ab (Mono JIT Code) UnityEditor.GameView:OnGUI ()
0x000001ed55d5ed3a (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
0x000001ed55d5eb93 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect)
0x000001ed55d4f61b (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
0x000001ed55d38c6f (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
0x000001ed55d37f1b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
0x000001ed55ed53b3 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
0x000001ed55ed39a4 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
0x000001ed55ed2233 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
0x000001ed55ecf153 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render ()
0x000001eef3bef8c3 (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
0x000001ed55d197c6 (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
0x000001eef3bb1a9b (Mono JIT Code) UnityEngine.UIElements.Panel:UpdateForRepaint ()
0x000001eef3bb053b (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
0x000001ed55d18eb7 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
0x000001ed55d18b63 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
0x000001ed55d1895f (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
0x000001ed55d1889b (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
0x000001ed55d186fd (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
0x000001ed55d187b6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
0x00007ffc81570394 (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffc814aeb44 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
0x00007ffc814aecdc (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
0x00007ff698125e24 (Unity) scripting_method_invoke
0x00007ff698106794 (Unity) ScriptingInvocation::Invoke
0x00007ff6981013f5 (Unity) ScriptingInvocation::Invoke<void>
0x00007ff6982486aa (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
0x00007ff698c22268 (Unity) GUIView::ProcessRetainedMode
0x00007ff6991fae9c (Unity) GUIView::OnInputEvent
0x00007ff698c221b3 (Unity) GUIView::ProcessInputEventFromAPI
0x00007ff698c22088 (Unity) GUIView::ProcessInputEvent
0x00007ff6991f3eec (Unity) GUIView::DoPaint
0x00007ff6991fcd8c (Unity) GUIView::RepaintAll
0x00007ff698d3ac8e (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff698d4762d (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff698d45a21 (Unity) Application::TickTimer
0x00007ff6991cee7a (Unity) MainMessageLoop
0x00007ff6991d3c20 (Unity) WinMain
0x00007ff69a59db5e (Unity) __scrt_common_main_seh
0x00007ffd32c326bd (KERNEL32) BaseThreadInitThunk
0x00007ffd333adfb8 (ntdll) RtlUserThreadStart

Related

"DOTWEEN ► Couldn't load Modules system" error every time I launch the game in Editor

The log of the error itself, while I’m looking for a solution, I sent it here myself, maybe someone has come across, I haven’t found similar questions on the network yet, the last actions that were before this error
All scripts got a namespace according to their directories (the IDE JetBrains Rider helped in this), before that they were all united in one.
All services have been moved from the main directory Assets/ to Assets/Services/*ServiceName* for convenience. (Is this practiced at all? Services: Google Play Services, Firebase, IronSource)
Perhaps the matter is different, this log does not tell me anything, I just see something related to the Debug Log, I will be glad if you can clarify on what basis this Log is drawn up.
DOTWEEN ► Couldn't load Modules system
0x00007ff6a5fa78dc (Unity) StackWalker::GetCurrentCallstack
0x00007ff6a5faff79 (Unity) StackWalker::ShowCallstack
0x00007ff6a74d3ddc (Unity) GetStacktrace
0x00007ff6a8602ee3 (Unity) DebugStringToFile
0x00007ff6a607bd76 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x0000022d4108196b (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x0000022d4108189b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x0000022d410815e0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000022d410a3c75 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x0000022d410a3be3 (Mono JIT Code) [Debugger.cs:49] DG.Tweening.Core.Debugger:LogError (object,DG.Tweening.Tween)
0x0000022d410a1aeb (Mono JIT Code) [DOTweenComponent.cs:54] DG.Tweening.Core.DOTweenComponent:Awake ()
0x0000022d410a11d0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffa5341e660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ffa533a2ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ffa533abb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff6a5e2f0f4 (Unity) scripting_method_invoke
0x00007ff6a5e275f5 (Unity) ScriptingInvocation::Invoke
0x00007ff6a5e27a1e (Unity) ScriptingInvocation::InvokeChecked
0x00007ff6a5e94ac6 (Unity) SerializableManagedRef::CallMethod
0x00007ff6a5dd2ad4 (Unity) MonoBehaviour::CallAwake
0x00007ff6a5dd1325 (Unity) MonoBehaviour::AddToManager
0x00007ff6a5dbaf49 (Unity) ManagedMonoBehaviourRef::RebuildMonoInstanceFromScriptChange
0x00007ff6a5ea2ae8 (Unity) SerializableManagedRef::SetScript
0x00007ff6a56d3722 (Unity) SetupScriptForIManagedObjectHost
0x00007ff6a56cacf9 (Unity) AddComponentUnchecked
0x00007ff6a56ca86a (Unity) AddComponent
0x00007ff6a5d1b50b (Unity) MonoAddComponentWithType
0x00007ff6a5fdf43a (Unity) GameObject_CUSTOM_Internal_AddComponentWithType
0x0000022d40f52a56 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (UnityEngine.GameObject,System.Type)
0x0000022d40f52983 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type)
0x0000022d40f528bb (Mono JIT Code) UnityEngine.GameObject:AddComponent<T_REF> ()
0x0000022d410a1903 (Mono JIT Code) [DOTweenComponent.cs:262] DG.Tweening.Core.DOTweenComponent:Create ()
0x0000022d410a138b (Mono JIT Code) [DOTween.cs:207] DG.Tweening.DOTween:Init (DG.Tweening.Core.DOTweenSettings,System.Nullable`1<bool>,System.Nullable`1<bool>,System.Nullable`1<DG.Tweening.LogBehaviour>)
0x0000022d410a0f83 (Mono JIT Code) [DOTween.cs:195] DG.Tweening.DOTween:AutoInit ()
0x0000022d410a0d6b (Mono JIT Code) [DOTween.cs:1076] DG.Tweening.DOTween:InitCheck ()
0x0000022d410a0bab (Mono JIT Code) [DOTween.cs:1084] DG.Tweening.DOTween:ApplyTo<UnityEngine.Color, UnityEngine.Color, DG.Tweening.Plugins.Options.ColorOptions> (DG.Tweening.Core.DOGetter`1<UnityEngine.Color>,DG.Tweening.Core.DOSetter`1<UnityEngine.Color>,UnityEngine.Color,single,DG.Tweening.Plugins.Core.ABSTweenPlugin`3<UnityEngine.Color, UnityEngine.Color, DG.Tweening.Plugins.Options.ColorOptions>)
0x0000022d410a05c3 (Mono JIT Code) [DOTween.cs:495] DG.Tweening.DOTween:ToAlpha (DG.Tweening.Core.DOGetter`1<UnityEngine.Color>,DG.Tweening.Core.DOSetter`1<UnityEngine.Color>,single,single)
0x0000022d410a03db (Mono JIT Code) [DOTweenModuleUI.cs:55] Plugins.Demigiant.DOTween.Modules.DOTweenModuleUI:DOFade (UnityEngine.UI.Graphic,single,single)
0x0000022d410a0083 (Mono JIT Code) [GeneralNotification.cs:25] UI.General.GeneralNotification/<ShowCoroutine>d__2:MoveNext ()
0x0000022d4109e4ac (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
0x0000022d4109e5d7 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)
0x00007ffa5341e660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ffa533a2ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ffa533abb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff6a5e2f0f4 (Unity) scripting_method_invoke
0x00007ff6a5e275f5 (Unity) ScriptingInvocation::Invoke
0x00007ff6a5dc37cf (Unity) Coroutine::Run
0x00007ff6a5ddf7ce (Unity) MonoBehaviour::TryCreateAndRunCoroutine
0x00007ff6a5dddf63 (Unity) MonoBehaviour::StartCoroutineManaged2
0x00007ff6a600e5a4 (Unity) MonoBehaviour_CUSTOM_StartCoroutineManaged2
0x0000022d4109e386 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutineManaged2 (UnityEngine.MonoBehaviour,System.Collections.IEnumerator)
0x0000022d4109e0c3 (Mono JIT Code) UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
0x0000022d4109ffc3 (Mono JIT Code) [GeneralNotification.cs:19] UI.General.GeneralNotification:Show (string)
0x0000022d4109f86b (Mono JIT Code) [GooglePlayServices.cs:59] Managers.GooglePlayServices/<>c:<Login>b__8_0 (GooglePlayGames.BasicApi.SignInStatus)
0x0000022d4109f731 (Mono JIT Code) [PlayGamesPlatform.cs:435] GooglePlayGames.ISocialPlatform.PlayGamesPlatform/<>c__DisplayClass34_0:<Authenticate>b__2 (GooglePlayGames.BasicApi.SignInStatus)
0x0000022d4109f643 (Mono JIT Code) [DummyClient.cs:52] GooglePlayGames.BasicApi.DummyClient:Authenticate (bool,System.Action`1<GooglePlayGames.BasicApi.SignInStatus>)
0x0000022d4109f103 (Mono JIT Code) [PlayGamesPlatform.cs:438] GooglePlayGames.ISocialPlatform.PlayGamesPlatform:Authenticate (GooglePlayGames.BasicApi.SignInInteractivity,System.Action`1<GooglePlayGames.BasicApi.SignInStatus>)
0x0000022d4109eaab (Mono JIT Code) [GooglePlayServices.cs:61] Managers.GooglePlayServices:Login ()
0x0000022d4109e71b (Mono JIT Code) [LaunchSceneHandler.cs:47] UI.Launch_Scene.LaunchSceneHandler/<SceneLoadCoroutine>d__4:MoveNext ()
0x0000022d4109e4ac (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
0x0000022d4109e5d7 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)
0x00007ffa5341e660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ffa533a2ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ffa533abb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff6a5e2f0f4 (Unity) scripting_method_invoke
0x00007ff6a5e275f5 (Unity) ScriptingInvocation::Invoke
0x00007ff6a5dc37cf (Unity) Coroutine::Run
0x00007ff6a5ddf7ce (Unity) MonoBehaviour::TryCreateAndRunCoroutine
0x00007ff6a5dddf63 (Unity) MonoBehaviour::StartCoroutineManaged2
0x00007ff6a600e5a4 (Unity) MonoBehaviour_CUSTOM_StartCoroutineManaged2
0x0000022d4109e386 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutineManaged2 (UnityEngine.MonoBehaviour,System.Collections.IEnumerator)
0x0000022d4109e0c3 (Mono JIT Code) UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
0x0000022d4109dfa3 (Mono JIT Code) [LaunchSceneHandler.cs:29] UI.Launch_Scene.LaunchSceneHandler:Start ()
0x0000022c6fb55a30 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffa5341e660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ffa533a2ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ffa533abb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff6a5e2f0f4 (Unity) scripting_method_invoke
0x00007ff6a5e275f5 (Unity) ScriptingInvocation::Invoke
0x00007ff6a5dd8d3d (Unity) MonoBehaviour::InvokeMethodOrCoroutineChecked
0x00007ff6a5dd8e68 (Unity) MonoBehaviour::InvokeMethodOrCoroutineChecked
0x00007ff6a5dd3bf2 (Unity) MonoBehaviour::DelayedStartCall
0x00007ff6a5294b64 (Unity) DelayedCallManager::Update
0x00007ff6a5707ec9 (Unity) `InitPlayerLoopCallbacks'::`2'::EarlyUpdateScriptRunDelayedStartupFrameRegistrator::Forward
0x00007ff6a56e962c (Unity) ExecutePlayerLoop
0x00007ff6a56e9703 (Unity) ExecutePlayerLoop
0x00007ff6a56f0539 (Unity) PlayerLoop
0x00007ff6a6b469c1 (Unity) PlayerLoopController::UpdateScene
0x00007ff6a6b2c45f (Unity) PlayerLoopController::EnterPlayMode
0x00007ff6a6b41b6d (Unity) PlayerLoopController::SetIsPlaying
0x00007ff6a6b43b09 (Unity) Application::TickTimer
0x00007ff6a74dd5d1 (Unity) MainMessageLoop
0x00007ff6a74e1611 (Unity) WinMain
0x00007ff6a93369b6 (Unity) __scrt_common_main_seh
0x00007ffae12c54e0 (KERNEL32) BaseThreadInitThunk
0x00007ffae260485b (ntdll) RtlUserThreadStart
A solution was found in my case, the point was that I was refactoring the entire solution, which moved the entire Plugins/Demigiant/DOTween/Modules/ folder (where the modules were located) to the namespace corresponding to its location, that is, to the namespace Plugins.Demigiant.DOTween.Modules before that they were in their DG.Tweening namespace, changing it back to DG.Tweening I was able to get rid of the problem.
Be vigilant when changing namespaces in plugins and services, I'm still understanding this.

Blender models not being detected by Physics.Raycast()

I'm relatively new to Unity. I'm making a Chess Game. In the screenshot below, you see the following GameObjects:
3D Planes as the squares.
Blender models for chess pieces.
For now, here's a very basic script I'm using to detect the clicked object and delete it (will add more functionality later).
void Update () {
if (Input.GetMouseButtonDown(0))
{
Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
//highlightPiece(hit.transform.gameObject, whiteSelectedTexture, false);
Destroy(hit.transform.gameObject);
}
}
}
The problem is that the GameObjects native to Unity (the plane objects making the squares) are detected by the ray cast but the blender models are not. This is confirmed by the screenshot since the closest object should be detected. The script ended up deleting the squares but not the chess pieces (which I actually plan to select and work on).
You surely haven't added a Collider to your imported Blender Objects.
Select every chess pieces and add a BoxCollider / CapsuleCollider.
By the way, I think you can remove the Collider of the chess plate.
Moreover, I highly recommand you to use layers when you raycast so as to be even more efficient. Check the following Unity article : https://unity3d.com/fr/learn/tutorials/topics/physics/physics-best-practices

mplayer under uvesafb frame buffer will show black screen before playing video [closed]

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I'm try using mplayer to play video under frame buffer, and I'm using uvesafb as the frame buffer driver. The board is VIA EPIA-N800
The grub boot setting is:
/boot/vmlinuz-2.6.32 root=UUID=7ece6c10-7255-4f21-8cd8-edb096233969 ro quiet console=tty2 nomodeset video=uvesafb:mode_option=1920x1080-16,mtrr=3,scroll=ywrap
But when I play the video with mplayer, the screen will become black for a while, seems like reset or re-initial the screen before playing the video. The command is like that:
mplayer -vo fbdev /opt/1.avi
And the output is
root#ytmp:/opt/ytmp# mplayer -vo fbdev /opt/1.avi
MPlayer 1.0rc3-4.4.4 (C) 2000-2009 MPlayer Team
mplayer: could not connect to socket
mplayer: No such file or directory
Failed to open LIRC support. You will not be able to use your remote control.
Playing /opt/1.avi.
AVI file format detected.
[aviheader] Video stream found, -vid 0
[aviheader] Audio stream found, -aid 1
VIDEO: [] 720x576 24bpp 25.000 fps 5459.1 kbps (666.4 kbyte/s)
Clip info:
Software: MEncoder 1.0rc3-4.4.4
==========================================================================
Opening video decoder: [mpegpes] MPEG 1/2 Video passthrough
VDec: vo config request - 720 x 576 (preferred colorspace: Mpeg PES)
Could not find matching colorspace - retrying with -vf scale...
Opening video filter: [scale]
The selected video_out device is incompatible with this codec.
Try appending the scale filter to your filter list,
e.g. -vf spp,scale instead of -vf spp.
VDecoder init failed :(
Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family
Unsupported PixelFormat -1
Selected video codec: [ffmpeg2] vfm: ffmpeg (FFmpeg MPEG-2)
==========================================================================
==========================================================================
Opening audio decoder: [mp3lib] MPEG layer-2, layer-3
AUDIO: 48000 Hz, 2 ch, s16le, 224.0 kbit/14.58% (ratio: 28000->192000)
Selected audio codec: [mp3] afm: mp3lib (mp3lib MPEG layer-2, layer-3)
==========================================================================
AO: [pulse] Init failed: Connection refused
Failed to initialize audio driver 'pulse'
AO: [alsa] 48000Hz 2ch s16le (2 bytes per sample)
Starting playback...
VDec: vo config request - 720 x 576 (preferred colorspace: Planar YV12)
Could not find matching colorspace - retrying with -vf scale...
Opening video filter: [scale]
VDec: using Planar YV12 as output csp (no 0)
Movie-Aspect is 1.33:1 - prescaling to correct movie aspect.
[swscaler # 0xb5f167a0]using unscaled yuv420p -> rgb565 special converter
VO: [fbdev] 720x576 => 768x576 BGR 16-bit
A: 75.0 V: 75.0 A-V: 0.000 ct: 0.024 1875/1875 19% 1% 0.7% 0 0
MPlayer interrupted by signal 2 in module: sleep_timer
A: 75.0 V: 75.0 A-V: 0.000 ct: 0.024 1876/1876 19% 1% 0.7% 0 0
Exiting... (Quit)
If I change the grub boot setting like this:
/boot/vmlinuz-2.6.32 root=UUID=7ece6c10-7255-4f21-8cd8-edb096233969 ro quiet console=tty2 vga=0x317
The problem did not appear. I did compare both mplayer output, but the output is same.
Did there any way to solve this?
In the first case (argument=nomodeset video=uvesafb:mode_option=1920x1080-16), you disabled KMS(Kernel Mode Settings), and use uvesafb instead. If KMS is disabled, when you switch between virtual terminal and X11/framebuffer, the screen will turn black for a while. In the second case you just set the resolution and KMS works. So you can switch between terminal and framebuffer without any problems.

Achieving very poor fps for my iphone app for decode + display h264 frames using ffmpeg and opengl

I have three steps process for my application which display h264 frame on iPhone screen.
decode using ffmpeg.
scale and colorspace conversion (scale to 256 X 256 Opengl ES 1 texture and convert colospace from yuv420p to rgb565 using sws_Scale from ffmpeg).
Render opengl 1 texture to frame buffer to render buffer
after these three step process, I got my picture on iPhone screen.
When I was testing the performance for 720 X 576 resolution frames, I obtain very poor FPS. It is reaching max to 180 milliseconds and hence resulting into 5 to 6 FPS.
Any direction will be grateful.

Cocos2d game crashes when loading many .plist at a time

My iphone game that I am currently working was developed using cocos2d. The game crashes with the error:
Program received 0, Data Formatters, Debugging cannot continue......
After doing some research I've found out that it is running out of memory. I got the:
Received memory warning. Level=1 etc.
The source of the problem seems to be loading of plists files. It uses 4.0 MB just for loading about 23 .plist files to run different animations.
I would like to know how to load a bunch of plist files that runs different animations. The image is a screenshot of code that loads plist files along with its memory usage. I used instruments to get that result.
On further debugging here's what I got the assembler code
pop {r4, r5, r7, pc}
adds r0, #100 ; 0x64
lsls r3, r1, #0
--Error--
lsls r2, r1, #0
add r7, sp, #720
lsls r4, r1, #0
cbz r4, <0x7a>
lsls r4, r1, #0
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
//[[CCDirector sharedDirector] purgeCachedData];
}
Try commenting out purgeCachedData, and just call it when you exit your gameScene
For every call to addSpriteFramesWithFile, Cocos2d loads the associated image file (.png), and you appear to have quite a lot of sprite sheets. I'm going to assume that each of these sheets is not huge, because obviously loading this many large textures would create memory warnings.
You should combine the smaller sprite sheets into one or more larger sprite sheets, as there is still a penalty for loading multiple textures, which internally will end up being padded to the next highest power of two dimensions. Not to mention the performance savings brought with less texture switching during drawing.
Also note that your change to applicationDidReceiveMemoryWarning does not stop Cocos2d from removing textures, you need to comment out the call to removeAllTextures as well in order to test that.