Yeah, unfortunately having issues running the build, but it's probably a Linux thing in my case.
FYI - here are
some updates so gcc can compile it, I haven't spent much time on finding the cause of the crashes.
update: FYI - this is the stack from the crash (running DEBUG, so maybe it'll work in release...)
(gdb) bt
#0 0x00007ffff5572425 in __GI_raise (sig=<optimised out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#1 0x00007ffff5575b8b in __GI_abort () at abort.c:91
#2 0x00000000009dfab2 in debug_int3 (file=0xa9c9a1 "graphics/gropenglshader.cpp", line=771) at osapi/osapi_unix.cpp:250
#3 0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
#4 0x000000000057bef3 in opengl_init_arrays (vbp=0x290a570, bufferp=0x3ce5e48) at graphics/gropengltnl.cpp:666
#5 0x00000000005721e4 in opengl_render_pipeline_fixed (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:982
#6 0x00000000005716b2 in opengl_render_pipeline_program (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:743
#7 0x00000000005713b2 in gr_opengl_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at graphics/gropengltnl.cpp:1315
#8 0x00000000007360a7 in gr_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at ./graphics/2d.h:793
#9 0x0000000000751733 in DrawList::renderBuffer (this=0x7fffffffdb18, render_elements=...) at model/modelrender.cpp:309
#10 0x0000000000751eb0 in DrawList::renderAll (this=0x7fffffffdb18, blend_filter=-1) at model/modelrender.cpp:499
#11 0x0000000000757ed6 in model_immediate_render (model_num=300, orient=0xe4f2ac, pos=0x10ea660, flags=66368, objnum=-1, lighting_skip=-1, replacement_textures=0x0, render=3) at model/modelrender.cpp:2053
#12 0x000000000068acd7 in techroom_ships_render (frametime=0.238006592) at menuui/techmenu.cpp:568
#13 0x000000000068dd82 in techroom_do_frame (frametime=0.238006592) at menuui/techmenu.cpp:1382
#14 0x00000000004516dc in game_do_state (state=7) at freespace2/freespace.cpp:6613
#15 0x000000000051a307 in gameseq_process_events () at gamesequence/gamesequence.cpp:409
#16 0x0000000000452c99 in game_main (cmdline=0x244f800 "") at freespace2/freespace.cpp:7189
#17 0x0000000000453047 in main (argc=1, argv=0x7fffffffe268) at freespace2/freespace.cpp:7323
(gdb) frame 3
#3 0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
(gdb) print Current_shader
$1 = (opengl_shader_t *) 0x0
(gdb) print attribute_text
$2 = 0xb0dc02 "model_id"
(gdb)
update2: nope, when using a release exec entering the techroom causes FSO to display a completely black screen and stop responding. Enter a mission and ships are invisible. The target gauge (lower left) displays the targeted ship model OK though