Reputation: 3025
I'm trying to use OpenGL with SDL with the following code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <GL/glew.h>
GLuint* SetupCubeBuffers(void)
{
GLuint *buffers = NULL;
GLfloat vertexBuffer[48] = {
1.0, 0.0, 0.0, -1.0, 1.0, -1.0,
1.0, 0.0, 1.0, -1.0, -1.0, -1.0,
1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
0.0, 0.0, 1.0, -1.0, -1.0, 1.0,
0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0, -1.0, 1.0,
1.0, 1.0, 0.0, 1.0, 1.0, -1.0,
1.0, 1.0, 1.0, 1.0, -1.0, -1.0
};
GLuint indexBuffer[36] = {
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
3, 1, 5, 5, 1, 7,
0, 2, 6, 6, 2, 4,
6, 7, 0, 0, 7, 1,
2, 3, 4, 4, 3, 5
};
glGenBuffers(2, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexBuffer), vertexBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexBuffer), indexBuffer, GL_STATIC_DRAW);
return buffers;
}
void DrawBuffers(GLuint* buffers)
{
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (float*)NULL + 3);
glColorPointer(3, GL_FLOAT, 6 * sizeof(float), 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
int main(int argc, char** argv)
{
int wndHold = 1;
SDL_Event e;
SDL_Window *screen;
SDL_GLContext con;
GLenum glewStatus;
GLuint* buffers;
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
fprintf(stderr, "Error: %s\n\n", SDL_GetError());
}
screen = SDL_CreateWindow("test",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
640, 480,
SDL_WINDOW_OPENGL);
con = SDL_GL_CreateContext(screen);
glewStatus = glewInit();
if (glewStatus != GLEW_OK)
{
printf("Error: %s\n\n", glewGetErrorString(glewStatus));
}
SDL_GL_SetSwapInterval(1);
glClearColor(0.0, 0.0, 0.0, 1.0);
buffers = SetupCubeBuffers();
while (wndHold)
{
glClear(GL_COLOR_BUFFER_BIT);
DrawBuffers(buffers);
SDL_GL_SwapWindow(screen);
SDL_WaitEvent(&e);
if (e.type == SDL_QUIT)
{
wndHold = 0;
}
}
SDL_GL_DeleteContext(con);
SDL_DestroyWindow(screen);
SDL_Quit();
return 0;
}
But I get a "test.exe has stopped working" error when I execute the program. In debug mode, I can see that there's a segfault when I call glGenBuffers. However, glewInit() is called right after initializing GL context so I don't see what is wrong here?
I'm on Windows 8 and I'm using SDL 2.0
Upvotes: 1
Views: 2177
Reputation: 544
you glGenBuffers function is trying to write to NULL, hence the segfault. You need to initialize your array first before attempting any write to it:
GLuint *buffers = new GLuint[2];
Upvotes: 3