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Home/ Questions/Q 8330225
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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T02:03:39+00:00 2026-06-09T02:03:39+00:00

I have an app with a number of render targets/frame buffers and inside one

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I have an app with a number of render targets/frame buffers and inside one call to glDrawElements it crashes on device ( iPad iOS 5.0) but not in simulator. This is a very shader intensive app with a dozen different shaders and thousands of vertex buffers.

Further debugging the matter turned me to believe that the crash occurs because of a particular shader, but the shader is valid and so is the frame buffer object that is being written to.

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  1. Editorial Team
    Editorial Team
    2026-06-09T02:03:41+00:00Added an answer on June 9, 2026 at 2:03 am

    Ok, so after tons of time spent on debugging I found out that my Depth of field shader was causing the crash, particularly this function :

    float GetNearFalloff( float Depth, float MinDist, float MaxDist)
    {
        float Range = MaxDist - MinDist;
        if (Depth < MinDist)
            return 1.0;
        /*else*/if (Depth > MaxDist)
            return 0.0;
    
        float Blur = 1.0 - ( (Depth - MinDist) / Range );
        return Blur;
    }
    

    Basically the commented else there is causing my crash. Removing that made everything work. I put it back actually ( I was thinking it may be something else ), only to see that after a couple of shader recompilations the same crash appeared with the same fix, deleting the else.

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