glCreateShader(GL_VERTEX_SHADER);访问违规执行位置
glCreateShader(GL_VERTEX_SHADER); access violation executing location
我正在尝试绘制一些文本,但在尝试为文本创建着色器程序时,我遇到了来自 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
的访问冲突执行位置错误
主要功能的开始问题是:
int main(int argc, char **argv) {
//GLTtext* text = gltCreateText();
//gltSetText(text, "ElectroCraft");
//GLFWwindow* window;
int width = 860, height = 490;
if (!glfwInit()) {
printf("failed to init glfw");
return -1;
}
glutInit(&argc, argv);
window = glfwCreateWindow(width, height, "ElectroCraft", NULL, NULL);
glfwMakeContextCurrent(window);
if (!window) {
printf("failed to start window");
glfwTerminate();
return -1;
}
/*if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}*/
//build and compile shader program
//-----------------------------------
//vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//check for liunking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
...
所有包括因为这也可能是问题所在:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <GL/freeglut.h>
#include <map>
#include <GL/GL.h>
#include <stdio.h>
#include <string>
#include <glm\glm.hpp>
#include <iostream>
#include <ft2build.h>
//#include <glad.h>
#include FT_FREETYPE_H
using namespace std;
我可能会遇到这个问题,因为我可能没有提供正确的参数或其他东西。
你已经包含 glew
但你还没有初始化它。
在访问任何 GL 函数之前,插入此代码:
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cerr << "Error: " << glewGetErrorString(err) << std::endl;
...
}
std::cerr << "Status: Using GLEW " << glewGetString(GLEW_VERSION) << std::endl;
参考:GLEW Basics
我正在尝试绘制一些文本,但在尝试为文本创建着色器程序时,我遇到了来自 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
主要功能的开始问题是:
int main(int argc, char **argv) {
//GLTtext* text = gltCreateText();
//gltSetText(text, "ElectroCraft");
//GLFWwindow* window;
int width = 860, height = 490;
if (!glfwInit()) {
printf("failed to init glfw");
return -1;
}
glutInit(&argc, argv);
window = glfwCreateWindow(width, height, "ElectroCraft", NULL, NULL);
glfwMakeContextCurrent(window);
if (!window) {
printf("failed to start window");
glfwTerminate();
return -1;
}
/*if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}*/
//build and compile shader program
//-----------------------------------
//vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//check for liunking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
...
所有包括因为这也可能是问题所在:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <GL/freeglut.h>
#include <map>
#include <GL/GL.h>
#include <stdio.h>
#include <string>
#include <glm\glm.hpp>
#include <iostream>
#include <ft2build.h>
//#include <glad.h>
#include FT_FREETYPE_H
using namespace std;
我可能会遇到这个问题,因为我可能没有提供正确的参数或其他东西。
你已经包含 glew
但你还没有初始化它。
在访问任何 GL 函数之前,插入此代码:
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cerr << "Error: " << glewGetErrorString(err) << std::endl;
...
}
std::cerr << "Status: Using GLEW " << glewGetString(GLEW_VERSION) << std::endl;
参考:GLEW Basics