I believe this is some kind of random error thing I am getting only when I run it. I am including my shader files and main in the code below. I am getting a strange error in my include sstream and this it:Unhandled exception at 0x005BA1BD in jippy.cpp.exe: 0xC0000005: Access violation reading location 0xCCCCCCD0. occurred. […]
Tag: /* Vertex 0
I work on visual studio community , when i run the code it shows a exception handling error there are no other existing errors i tried changing the exception handling setting in debug menu on visual studio community , nothing changed . I have no clue about the exception either. include<GL/glew.h> #include<GLFW/glfw3.h> #include<iostream> #include <fstream> […]
- Tags 'src'), "window", /* Vertex 0, &length); char* message = (char *)alloca(length * sizeof(char)); glGetShaderInfoLog(id, &result); if (result == GL_FALSE) { int length; glGetShaderiv(id, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, 0, 0.0f, 0.0f }; GLuint vertexbuffer; glGenBuffers(1, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); shaderprogramsource source = parse_shader("res/shaders/basic.shader"); unsigned int shader = create_shader(source.vertex_sour, 1, 1.0f, 3, 3); glfwSwapBuffers(window); glfwPollEvents(); } } } is there any way to skip this exception handling or fix it, 480, const string& fragment_shaders) { unsigned int program = glCreateProgram(); unsigned int vs = CompileShader(GL_VERTEX_SHADER, const string& source) { unsigned int id = glCreateShader(type); const char* src = source.c_str(); glShaderSource(id, FRAGMENT = 1 }; string line; stringstream ss[2]; ShaderType type = ShaderType::NONE; while (getline(stream, fragment_shaders); glAttachShader(program, fs); glLinkProgram(program); glValidateProgram(program); glDeleteShader(vs); glDeleteShader(fs); return program; } int main(void), GL_COMPILE_STATUS, GL_FALSE, GL_FLOAT, GL_INFO_LOG_LENGTH, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, I work on visual studio community, length, line)) { if (line.find("#shader") != string::npos) { if (line.find("vertex") != std::string::npos) {, message); cout << "failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "shader") << "\n"; cout << message; glDele, nothing changed . I have no clue about the exception either. include #include #include #include, null, NULL); if (window == NULL) { cout << "cannot open window !" << "\n"; } glfwMakeContextCurrent(window); i, nullptr); glCompileShader(id); int result; glGetShaderiv(id, sizeof(float) * 3, sizeof(vertices), source.fragment_source); glUseProgram(shader); while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT), ss[1].str()}; } static unsigned int CompileShader(unsigned int type, vertex_shaders); unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices, vs); glAttachShader(program, when i run the code it shows a exception handling error there are no other existing errors i tried changing the exception handling setting in
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GLFW GLSL OPENGL ISSUES
- Post author By Full Stack
- Post date November 10, 2019
- No Comments on GLFW GLSL OPENGL ISSUES
this is one of several attempts on building a simple openGL renderer using GLFW i took out the error checks using GL_INFO_LOG_LENGTH and stuff and i basically use all the ARB versions of the things in my code, but for readability i took it out. i have only one code that seems to work half […]
- Tags "Failed to alloc lines!\n"); exit(1); } if(getline(&lines[i], "failed to initialize a GLFW window"); } glfwMakeContextCurrent(window); glfwGetFramebufferSize(window, "Failed to open input file for reading!\n"); exit(1); } char** lines = NULL; #if 0 lines = (char**)malloc(sizeof(char*) * number_of_line, "Failed to realloc more lines!\n"); exit(1); } lines = lines_new; number_of_lines_default *= 2; }, "postion"); glLinkProgram(program_ID); /* PROGRAM VALIDATION */ glValidateProgram(program_ID); glUseProgram(program_ID); #endif glView, "r"); if (input_file == NULL) { fprintf(stderr, (char*)(sizeof(float) * 4)); /* ELEMENT ARRAY / INDEX BUFFER */ /*only use element or index!*/ GLuint element_array[] = {3, /* Vertex 0, /* Vertex 1, /* Vertex 2, /* Vertex 3, /* Vertex 4, &HEIGHT); /* GLEW */ glewExperimental = GL_TRUE; if (GLEW_OK != glewInit() ) { printf("Error: failed to init GLEW!\n"); return -, &index_buffer_ID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, &index_buffer_ID); glfwDestroyWindow(window); glfwTerminate(); return 0; } vertex shader #version 410 core\r\n in layout(location=0) vec4, &line_length_default, &number_of_lines); glShaderSource(frag_shader_ID, &number_of_lines); glShaderSource(vert_shader_ID, &vertex_buffer_ID); glBindBuffer(GL_ARRAY_BUFFER, &vertex_buffer_ID); glDeleteVertexArrays(1, +1.0f /* Vertex 4, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw_graphics(); glfwSwapBuffers(window);, 0); }; int main(int argc, 0); /* Color */ glEnableVertexAttribArray(1); glVertexAttribPointer(1, 0); #endif const char **fragment_shader_code_1 = NULL; fragment_shader_code_1 = (const char**)line_read(fragment_shader_file_path, 0); #endif const char **vertex_shader_code_1 = NULL; vertex_shader_code_1 = (const char**)line_read(vertex_shader_file_path, 0); glCompileShader(frag_shader_ID); /* SHADER PROGRAM */ GLuint program_ID = glCreateProgram(); glAttachShader(program_ID, 0); glCompileShader(vert_shader_ID); /* FRAGMENT SHADER */ #if 0 adapter[0] = fragment_shader_code; glShaderSource(frag_shader_ID, 1, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glViewport(0, 1); glfwWindowHint(GLFW_OPENGL_PROFILE, 2, 2.0, 3, 4, 4 */ GLfloat vertex_array[] = { +0.0f, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4}; GLuint index_buffer_ID = 0; glGenBuffers(1, 6, adapter, and tried to read them and what not! fucking mind blowing! for me at least! haha! peace! /* -----------------------------------------------, Attribute: Color */ }; const char* vertex_shader_code = "#version 410 core\n" "in layout(location=0) vec4 position;\n" "in layout(locat, Attribute: Color */ +1.0f, Attribute: Position */ +0.0f, Attribute: Position */ +1.0f, but for readability i took it out. i have only one code that seems to work half way correctly but for me the syntax of that one is the most m, char **argv) { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, color = (0, element_array, frag_shader_ID); glBindAttribLocation(program_ID, fragment_shader_code_1, GL_FALSE, GL_FLOAT, GL_STATIC_DRAW); /* Position */ glEnableVertexAttribArray(0); glVertexAttribPointer(0, GL_STATIC_DRAW); /* SHADER - SETUP */ GLuint vert_shader_ID = glCreateShader(GL_VERTEX_SHADER); GLuint frag_shader_ID = glCreateShader(GL, GL_TRUE); GLFWwindow* window = NULL; window = glfwCreateWindow(WIDTH, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_UNSIGNED_INT, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, height, HEIGHT); glDrawElements(GL_TRIANGLES, HEIGHT); glfwSwapInterval(1); while (!glfwWindowShouldClose(window)) { glClearColor(0.0f, i'm a very bad writer when it comes to describing my questions and programming problems! i have to say that i'm a beginner and pretty much a, index_buffer_ID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, input_file) == EOF) { break; } i++; } *number_of_lines = i; fclose(input_file); return lines; }; void draw_graphics(voi, normal), null, NULL); if(window == NULL) { fprintf(stderr, number_of_lines_default * 2 * sizeof(char*) ); if(lines_new == NULL) { fprintf(stderr, or i don't know.. also i'm not sure about the #version in the shader files. do they describe the openGL version or the GLSL version?? and i, renderer); printf("OpenGL version supported: %s\n\n", sizeof(char)); #endif if(lines[i] == NULL) { fprintf(stderr, sizeof(char*)); /* calloc version */ #endif int i = 0; while(1) { if(i == number_of_lines_default) { char** lines_, sizeof(element_array), sizeof(float) * 8, sizeof(vertex_array), this is one of several attempts on building a simple openGL renderer using GLFW i took out the error checks using GL_INFO_LOG_LENGTH and stuf, unsigned int* number_of_lines) { #if 0 printf("debug: read_lines()\n"); #endif size_t number_of_lines_default = 1; FILE *input_file = NULL;, version); #endif /* VERTEX BUFFER */ #if 1 GLuint vertex_buffer_ID = 0; glGenBuffers(1, vert_shader_ID); glAttachShader(program_ID, vertex_array, vertex_buffer_ID); glBufferData(GL_ARRAY_BUFFER, vertex_shader_code_1, width, WINDOW_TITLE