OpenGL - Exception at clear Color
I'm trying to open a window using glfw3, and paint the background blue. Here's my code:
#include <gladglad.h>
#include <GLFW/glfw3.h>
GLFWwindow* window;
int main( void )
{
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow( 1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwPollEvents();
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
return 0;
}
At glClearColor, it throws
Unhandled exception at 0x74D2CB49 in rendertotexture.exe: 0xC0000005: Access violation executing location 0x00000000.
I already tried
GLFW exception on glClearColor and glClear.
I'm using Visual Studio 2017.
c++ exception opengl
add a comment |
I'm trying to open a window using glfw3, and paint the background blue. Here's my code:
#include <gladglad.h>
#include <GLFW/glfw3.h>
GLFWwindow* window;
int main( void )
{
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow( 1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwPollEvents();
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
return 0;
}
At glClearColor, it throws
Unhandled exception at 0x74D2CB49 in rendertotexture.exe: 0xC0000005: Access violation executing location 0x00000000.
I already tried
GLFW exception on glClearColor and glClear.
I'm using Visual Studio 2017.
c++ exception opengl
5
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
1
"I already tried GLFW exception on glClearColor and glClear."...then where's yourgladLoadGL()
/gladLoadGLLoader()
call?
– genpfault
Nov 15 '18 at 18:54
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
@QStollen: Did you call it afterglfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.
– datenwolf
Nov 15 '18 at 22:28
add a comment |
I'm trying to open a window using glfw3, and paint the background blue. Here's my code:
#include <gladglad.h>
#include <GLFW/glfw3.h>
GLFWwindow* window;
int main( void )
{
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow( 1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwPollEvents();
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
return 0;
}
At glClearColor, it throws
Unhandled exception at 0x74D2CB49 in rendertotexture.exe: 0xC0000005: Access violation executing location 0x00000000.
I already tried
GLFW exception on glClearColor and glClear.
I'm using Visual Studio 2017.
c++ exception opengl
I'm trying to open a window using glfw3, and paint the background blue. Here's my code:
#include <gladglad.h>
#include <GLFW/glfw3.h>
GLFWwindow* window;
int main( void )
{
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow( 1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwPollEvents();
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
return 0;
}
At glClearColor, it throws
Unhandled exception at 0x74D2CB49 in rendertotexture.exe: 0xC0000005: Access violation executing location 0x00000000.
I already tried
GLFW exception on glClearColor and glClear.
I'm using Visual Studio 2017.
c++ exception opengl
c++ exception opengl
edited Nov 15 '18 at 18:52
genpfault
42.4k953100
42.4k953100
asked Nov 15 '18 at 18:44
Q StollenQ Stollen
91
91
5
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
1
"I already tried GLFW exception on glClearColor and glClear."...then where's yourgladLoadGL()
/gladLoadGLLoader()
call?
– genpfault
Nov 15 '18 at 18:54
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
@QStollen: Did you call it afterglfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.
– datenwolf
Nov 15 '18 at 22:28
add a comment |
5
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
1
"I already tried GLFW exception on glClearColor and glClear."...then where's yourgladLoadGL()
/gladLoadGLLoader()
call?
– genpfault
Nov 15 '18 at 18:54
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
@QStollen: Did you call it afterglfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.
– datenwolf
Nov 15 '18 at 22:28
5
5
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
1
1
"I already tried GLFW exception on glClearColor and glClear."...then where's your
gladLoadGL()
/gladLoadGLLoader()
call?– genpfault
Nov 15 '18 at 18:54
"I already tried GLFW exception on glClearColor and glClear."...then where's your
gladLoadGL()
/gladLoadGLLoader()
call?– genpfault
Nov 15 '18 at 18:54
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
@QStollen: Did you call it after
glfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.– datenwolf
Nov 15 '18 at 22:28
@QStollen: Did you call it after
glfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.– datenwolf
Nov 15 '18 at 22:28
add a comment |
1 Answer
1
active
oldest
votes
You need to initialize glew and call glfwSwapBuffers(window).
See: https://www.glfw.org/docs/3.0/window.html
GLFW windows are always double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back
and the front buffers in order to display what has been rendered and
begin rendering a new frame. This is done with glfwSwapBuffers.
int main(void)
{
GLFWwindow* window;
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEWn");
}
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
add a comment |
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1 Answer
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1 Answer
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active
oldest
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active
oldest
votes
active
oldest
votes
You need to initialize glew and call glfwSwapBuffers(window).
See: https://www.glfw.org/docs/3.0/window.html
GLFW windows are always double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back
and the front buffers in order to display what has been rendered and
begin rendering a new frame. This is done with glfwSwapBuffers.
int main(void)
{
GLFWwindow* window;
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEWn");
}
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
add a comment |
You need to initialize glew and call glfwSwapBuffers(window).
See: https://www.glfw.org/docs/3.0/window.html
GLFW windows are always double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back
and the front buffers in order to display what has been rendered and
begin rendering a new frame. This is done with glfwSwapBuffers.
int main(void)
{
GLFWwindow* window;
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEWn");
}
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
add a comment |
You need to initialize glew and call glfwSwapBuffers(window).
See: https://www.glfw.org/docs/3.0/window.html
GLFW windows are always double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back
and the front buffers in order to display what has been rendered and
begin rendering a new frame. This is done with glfwSwapBuffers.
int main(void)
{
GLFWwindow* window;
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEWn");
}
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
You need to initialize glew and call glfwSwapBuffers(window).
See: https://www.glfw.org/docs/3.0/window.html
GLFW windows are always double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back
and the front buffers in order to display what has been rendered and
begin rendering a new frame. This is done with glfwSwapBuffers.
int main(void)
{
GLFWwindow* window;
int windowWidth = 1024;
int windowHeight = 768;
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1024, 768, "Tutorial 14 - Render To Texture", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEWn");
}
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
answered Nov 21 '18 at 5:20
AdaRaiderAdaRaider
671113
671113
add a comment |
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5
gladLoadGL()
– tkausl
Nov 15 '18 at 18:47
1
"I already tried GLFW exception on glClearColor and glClear."...then where's your
gladLoadGL()
/gladLoadGLLoader()
call?– genpfault
Nov 15 '18 at 18:54
I removed it, when it didn't make a difference
– Q Stollen
Nov 15 '18 at 20:00
@QStollen: Did you call it after
glfwMakeContextCurrent
– it needs a OpenGL context bound to the current thread, in order to work.– datenwolf
Nov 15 '18 at 22:28