Unfortunately it was not that.
it’s weird that the callstacks slightly differ. All of them segmentation faults, and always after the video ad being displayed.
There are 4 different groups of callstacks, with hundreds of crashes on the four of them:
at cocos2d::backend::CommandBufferGL::drawElements(cocos2d::backend::PrimitiveType, cocos2d::backend::IndexFormat, unsigned int, unsigned int) + 352(CommandBufferGL.cpp:352)
at cocos2d::Renderer::drawCustomCommand(cocos2d::RenderCommand*) + 678(CCRenderer.cpp:678)
at cocos2d::Renderer::doVisitRenderQueue(std::__ndk1::vector<cocos2d::RenderCommand*, std::__ndk1::allocator<cocos2d::RenderCommand*> > const&) + 354(CCRenderer.cpp:354)
at cocos2d::Renderer::captureScreen(cocos2d::RenderCommand*)(functional)
at cocos2d::backend::CommandBufferGL::setUniforms(cocos2d::backend::ProgramGL*) const + 453(CommandBufferGL.cpp:453)
at cocos2d::backend::CommandBufferGL::prepareDrawing() const + 383(CommandBufferGL.cpp:383)
at cocos2d::backend::CommandBufferGL::drawElements(cocos2d::backend::PrimitiveType, cocos2d::backend::IndexFormat, unsigned long, unsigned long) + 350(CommandBufferGL.cpp:350)
at cocos2d::Renderer::drawCustomCommand(cocos2d::RenderCommand*) + 670(CCRenderer.cpp:670)
at cocos2d::Renderer::processRenderCommand(cocos2d::RenderCommand*) + 249(CCRenderer.cpp:249)
at cocos2d::Renderer::doVisitRenderQueue(std::__ndk1::vector<cocos2d::RenderCommand*, std::__ndk1::allocator<cocos2d::RenderCommand*> > const&) + 354(CCRenderer.cpp:354)
at cocos2d::Renderer::render() + 371(CCRenderer.cpp:371)
at cocos2d::backend::CommandBufferGL::drawElements(cocos2d::backend::PrimitiveType, cocos2d::backend::IndexFormat, unsigned long, unsigned long) + 352(CommandBufferGL.cpp:352)
at cocos2d::Renderer::drawCustomCommand(cocos2d::RenderCommand*) + 670(CCRenderer.cpp:670)
at cocos2d::Renderer::processRenderCommand(cocos2d::RenderCommand*) + 249(CCRenderer.cpp:249)
at cocos2d::Renderer::doVisitRenderQueue(std::__ndk1::vector<cocos2d::RenderCommand*, std::__ndk1::allocator<cocos2d::RenderCommand*> > const&) + 354(CCRenderer.cpp:354)
at cocos2d::Renderer::render() + 371(CCRenderer.cpp:371)
at cocos2d::backend::ProgramState::getProgram() const + 96(ProgramState.h:96)
at cocos2d::Renderer::setRenderPipeline(cocos2d::PipelineDescriptor const&, cocos2d::backend::RenderPassDescriptor const&) + 753(CCRenderer.cpp:753)
at cocos2d::Renderer::setRenderPipeline(cocos2d::PipelineDescriptor const&, cocos2d::backend::RenderPassDescriptor const&) + 753(CCRenderer.cpp:753)
at cocos2d::Renderer::drawCustomCommand(cocos2d::RenderCommand*) + 661(CCRenderer.cpp:661)
at cocos2d::Renderer::processRenderCommand(cocos2d::RenderCommand*) + 249(CCRenderer.cpp:249)
at cocos2d::Renderer::doVisitRenderQueue(std::__ndk1::vector<cocos2d::RenderCommand*, std::__ndk1::allocator<cocos2d::RenderCommand*> > const&) + 354(CCRenderer.cpp:354)
at cocos2d::Renderer::render() + 371(CCRenderer.cpp:371)
I find it also strange that I’m the only one refering this.
Any other tips, ideas? Thanks a lot for the help.