How to debug a runtime thread error occurring when "Creating OpenGL ES2 Renderer"

Hello everyone,

I have a strange bug that crept in and I can’t seem to figure out the source. The context is an iOS project with glesVersion ES2 that has been working perfectly until now. This is the call stack for the error:

#####15 0x00000001813ee44c in __NSFireDelayedPerform()
ofGLProgrammableRenderer::setup(int _major, int _minor)

defaultTex2DColor.linkProgram();

ofShader::linkprogram( )

glLinkProgram(program); <- Thread 1: EXC_BAD_ACCESS(code=1, address=0x10)

If I change to ES1, it runs well however I have one component that requires ES2.

I’ve tried rolling back my solution to a stable commit but it doesn’t seem to solve the problem, tried also a smaller test app with a simpler implementation and it is running well.

Any ideas on what could be the problem here?

Thanks in advance.

Francisco