malloc: Incorrect checksum for freed object error when trying to display 3d mesh [SOLVED]

Disclaimer:
I did some minor coding in C but I'm new to raylib and not used to malloc errors.

I use ralyib on macosx and run the code using the debugger from vscode.
Sometimes it seems to work fine, but when I run it again, I get the error:

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@"main(7293,0x1000dadc0) malloc: Incorrect checksum for freed object 0x10091bc00: probably modified after being freed.\r\n"
@"Corrupt value: 0xbf58296b3ea7cc5c\r\n"
@"main(7293,0x1000dadc0) malloc: *** set a breakpoint in malloc_error_break to debug\r\n"


The code used to break on DrawModel()
Then I added the texture because I thought maybe that's the issue, now the code seems to be breaking on the texture line 17.

If I have a breakpoint at line 17, and step through the code, it breaks on the second run of the game loop on line 50.

my code:

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#include "raylib.h"
#include "raymath.h"

#define RLIGHTS_IMPLEMENTATION
#include "include/rlight.h"


int main() 
{
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib");

    // Load model
    Model boat = LoadModel("assets/sailboat/hull.obj");
    Texture texture = LoadTexture("assets/texel_checker.jpg");

    boat.materials[0].maps[MAP_DIFFUSE].texture = texture;

    Camera camera = { 0 };
    camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
    camera.fovy = 60.0f;
    camera.type = CAMERA_PERSPECTIVE;

    // Load shader and set up some uniforms
    Shader shader = LoadShader("data/base_lighting.vs", "data/lighting.fs");
    shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
    shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

    // Ambient light level
    int ambientLoc = GetShaderLocation(shader, "ambient");
    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);

    Vector3 position = { 0 };

    boat.materials[0].shader = shader;

    // Using just 1 point lights
    CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);

    SetCameraMode(camera, CAMERA_ORBITAL);

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            // Update the light shader with the camera view position
            SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);

            BeginMode3D(camera);

                DrawModel(boat, position, 1.0f, WHITE);

            EndMode3D();

            DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    UnloadModel(boat);
    UnloadShader(shader);
    UnloadTexture(texture);
    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

Edited by frediNono on
Solution:

My 3d model did not have UV's and was not traingulated.
Oh, ok, I see. I was already checking it before reading your reply... :D