Program crash when calling OpenGL functions - c++

I'm trying to setup a game engine project. My visual studio project is setup so that I have an 'engine' project separate from my 'game' project. Then engine project is being compiled to a dll for the game project to use. I've already downloaded and setup glfw and glew to start using openGL. My problem is when ever I hit my first openGL function the program crashes. I know this has something to do with glewinit even though glew IS initializing successfully (no console errors). In my engine project, I have a window class where, upon window construction, glew should be setup:
Window.h
#pragma once
#include "GL\glew.h"
#include "GLFW\glfw3.h"
#if (_DEBUG)
#define LOG(x) printf(x)
#else
#define LOG(x)
#endif
namespace BlazeGraphics
{
class __declspec(dllexport) Window
{
public:
Window(short width, short height, const char* title);
~Window();
void Update();
void Clear() const;
bool Closed() const;
private:
int m_height;
int m_width;
const char* m_title;
GLFWwindow* m_window;
private:
Window(const Window& copy) {}
void operator=(const Window& copy) {}
};
}
Window.cpp (where glewinit() is called)
#include "Window.h"
#include <cstdio>
namespace BlazeGraphics
{
//Needed to define outside of the window class (not sure exactly why yet)
void WindowResize(GLFWwindow* window, int width, int height);
Window::Window(short width, short height, const char* title) :
m_width(width),
m_height(height),
m_title(title)
{
//InitializeWindow
{
if (!glfwInit())
{
LOG("Failed to initialize glfw!");
return;
};
m_window = glfwCreateWindow(m_width, m_height, m_title, NULL, NULL);
if (!m_window)
{
LOG("Failed to initialize glfw window!");
glfwTerminate();
return;
};
glfwMakeContextCurrent(m_window);
glfwSetWindowSizeCallback(m_window, WindowResize);
}
//IntializeGl
{
//This needs to be after two functions above (makecontextcurrent and setwindowresizecallback) or else glew will not initialize
**if (glewInit() != GLEW_OK)
{
LOG("Failed to initialize glew!");
}**
}
}
Window::~Window()
{
glfwTerminate();
}
void Window::Update()
{
glfwPollEvents();
glfwSwapBuffers(m_window);
}
void Window::Clear() const
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//Returns a bool because glfwwindowShouldClose returns a nonzero number or zero
bool Window::Closed() const
{
//Made it equal to 1 to take away warning involving converting an int to bool
return glfwWindowShouldClose(m_window) == 1;
}
//Not part of window class so defined above
void WindowResize(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
}
Here is my main.cpp file which is found within my game project where I currently have my openGL functionality in global functions (just for now):
main.cpp
#include <iostream>
#include <array>
#include <fstream>
#include "GL\glew.h"
#include "GLFW\glfw3.h"
#include "../Engine/Source/Graphics/Window.h"
void initializeGLBuffers()
{
GLfloat triangle[] =
{
+0.0f, +0.1f, -0.0f,
0.0f, 1.0f, 0.0f,
-0.1f, -0.1f, 0.0f, //1
0.0f, 1.0f, 0.0f,
+0.1f, -0.1f, 0.0f, //2
0.0f, 1.0f, 0.0f,
};
GLuint bufferID;
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (sizeof(GLfloat)) * 6, nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, (sizeof(GLfloat)) * 6, (char*)((sizeof(GLfloat)) * 3));
GLushort indices[] =
{
0,1,2
};
GLuint indexBufferID;
glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
};
void installShaders()
{
//Create Shader
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
//Add source or text file to shader object
std::string temp = readShaderCode("VertexShaderCode.glsl");
const GLchar* adapter[1];
adapter[0] = temp.c_str();
glShaderSource(vertexShaderID, 1, adapter, 0);
temp = readShaderCode("FragmentShaderCode.glsl").c_str();
adapter[0] = temp.c_str();
glShaderSource(FragmentShaderID, 1, adapter, 0);
//Compile Shadaer
glCompileShader(vertexShaderID);
glCompileShader(FragmentShaderID);
if (!checkShaderStatus(vertexShaderID) || !checkShaderStatus(FragmentShaderID))
return;
//Create Program
GLuint programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, FragmentShaderID);
//Link Program
glLinkProgram(programID);
if (!checkProgramStatus(programID))
{
std::cout << "Failed to link program";
return;
}
//Use program
glUseProgram(programID);
}
int main()
{
BlazeGraphics::Window window(1280, 720, "MyGame");
initializeGLBuffers();
installShaders();
while (!window.Closed())
{
window.Clear();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
window.Update();
};
return 0;
}
Now if I were to move the glewinit() code here in my main.cpp:
int main()
{
BlazeGraphics::Window window(1280, 720, "MyGame");
if (glewInit() != GLEW_OK)
{
LOG("Failed to initialize glew!");
}
initializeGLBuffers();
installShaders();
while (!window.Closed())
{
window.Clear();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
window.Update();
};
return 0;
}
then my program compiles fine. Why does trying to initialize glew within engine.dll cause a program crash? Thanks for any help.

GLEW works by defining a function pointer as global variable for each OpenGL function. Let's look at glBindBuffer as an example:
#define GLEW_FUN_EXPORT GLEWAPI
typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;
So we just have a __glewBindBuffer function pointer, which will be set to the correct address from your OpenGL implementation by glewInit.
To actually be able to write glBindBuffer, GLEW simply defines pre-processor macros mapping the GL functions to those function pointer variables:
#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer);
Why does trying to initialize glew within engine.dll cause a program crash?
Because your engine.dll and your main application each have a separate set of all of these global variables. You would have to export all the __glew* variables from your engine DLL to be able to get access to the results of your glewInit call in engine.dll.

Related

wxGLCanvas huge memory usage after resizing

I have created a simple wxGLCanvas for demonstrating OpenGl using wxWidgets. The demo is working fine except when resizing the window the memory usage increases from a few megabytes to almost 400 megabytes and it stays there and doesn't decrease, here are the code snippets.
// ctor
TriangleCanvas::TriangleCanvas(wxWindow* parent, wxGLAttributes& attribList)
: wxGLCanvas(parent, attribList, wxID_ANY, { 0,0 }, wxDefaultSize),
m_vbo(0), m_vao(0), ctx_attr(new wxGLContextAttrs)
{
ctx_attr->CoreProfile().OGLVersion(4, 3).EndList();
m_context = new wxGLContext(this, NULL, ctx_attr);
Bind(wxEVT_PAINT, &TriangleCanvas::OnPaint, this);
Bind(wxEVT_SIZE, &TriangleCanvas::Resize, this);
}
// Paint method
void TriangleCanvas::OnPaint(wxPaintEvent& event)
{
wxPaintDC(this);
SetCurrent(*m_context);
shader->use();
// set background to black
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw the graphics
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glFlush();
SwapBuffers();
}
void TriangleCanvas::Resize(wxSizeEvent& event) {
event.Skip();
glViewport(0, 0, event.GetSize().x, event.GetSize().y);
if (!setup) {
InitializeGLEW();
SetupGraphics();
}
}
I think the best way to use wxGLCanvas with an extension loader is to use a helper class and keep all OpenGL drawing in the cpp portion of that helper class.
For example, here is a small helper class for drawing a triangle:
glhelper.h
#ifndef GLHELPER_H_INCLUDED
#define GLHELPER_H_INCLUDED
class GLHelper
{
public:
bool InitGlew();
void Render();
void SetSize(int w, int h);
bool InitData();
void Cleanup();
private:
unsigned int m_VBO, m_VAO, m_shaderProgram;
};
#endif // GLHELPER_H_INCLUDED
glhelper.cpp
#include <GL/glew.h>
#ifdef __WXMSW__
#include <GL/wglew.h>
#elif defined(__WXGTK__)
#include <GL/glxew.h>
#endif // defined
#include "glhelper.h"
static const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
static const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
bool GLHelper::InitGlew()
{
GLenum initStatus = glewInit();
return initStatus == GLEW_OK;
}
bool GLHelper::InitData()
{
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
return false;
}
// fragment shader
unsigned 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)
{
return false;
}
// link shaders
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vertexShader);
glAttachShader(m_shaderProgram, fragmentShader);
glLinkProgram(m_shaderProgram);
// check for linking errors
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
return false;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
//unsigned int VBO, VAO;
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered
//VBO as the vertex attribute's bound vertex buffer object so afterwards we
//can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
//modify this VAO, but this rarely happens. Modifying other VAOs requires a
//call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
glBindVertexArray(0);
return true;
}
void GLHelper::Cleanup()
{
glDeleteVertexArrays(1, &m_VAO);
glDeleteBuffers(1, &m_VBO);
glDeleteProgram(m_shaderProgram);
}
void GLHelper::Render()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(m_shaderProgram);
glBindVertexArray(m_VAO);
// seeing as we only have a single VAO there's no need to bind it every
//time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void GLHelper::SetSize(int width, int height)
{
glViewport(0, 0, width, height);
}
And here is a short demo that uses this helper class to draw the trinagle.
demo.cpp
#include "wx/wx.h"
#include <wx/glcanvas.h>
#include "glhelper.h"
class wxGlewFrame: public wxFrame
{
public:
wxGlewFrame(wxWindow*);
~wxGlewFrame();
private:
void OnCanvasSize(wxSizeEvent&);
void OnCanvasPaint(wxPaintEvent&);
void InitGL();
wxGLCanvas* m_canvas;
wxGLContext* m_context;
GLHelper m_helper;
};
wxGlewFrame::wxGlewFrame(wxWindow* parent)
: wxFrame(parent, wxID_ANY, wxString())
{
// Create the canvas and context.
#if wxCHECK_VERSION(3,1,0)
// These settings should work with any GPU from the last 10 years.
wxGLAttributes dispAttrs;
dispAttrs.PlatformDefaults().RGBA().DoubleBuffer().EndList();
wxGLContextAttrs cxtAttrs;
cxtAttrs.PlatformDefaults().CoreProfile().OGLVersion(3, 3).EndList();
m_canvas = new wxGLCanvas(this, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL, &cxtAttrs);
if ( !m_context->IsOK() )
{
SetTitle("Failed to create context.");
return;
}
#else
int dispAttrs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_CORE_PROFILE,
WX_GL_MAJOR_VERSION ,3, WX_GL_MINOR_VERSION, 3, 0 };
m_canvas = new wxGLCanvas(this, wxID_ANY, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL);
// Unfortunately, there doesn't seem to be any way to check if the
// context is ok prior to wxWidgets 3.1.0.
#endif // wxCHECK_VERSION
// On Linux, we must delay delay initialization until the canvas has
// been full created. On windows, we can finish now.
#ifdef __WXMSW__
InitGL();
#elif defined(__WXGTK__)
m_canvas->Bind(wxEVT_CREATE, [this](wxWindowCreateEvent&){InitGL();});
#endif // defined
}
wxGlewFrame::~wxGlewFrame()
{
m_helper.Cleanup();
delete m_context;
}
void wxGlewFrame::OnCanvasSize(wxSizeEvent& event)
{
wxSize sz = event.GetSize();
m_helper.SetSize(sz.GetWidth(), sz.GetHeight());
event.Skip();
}
void wxGlewFrame::OnCanvasPaint(wxPaintEvent&)
{
wxPaintDC dc(m_canvas);
m_helper.Render();
m_canvas->SwapBuffers();
}
void wxGlewFrame::InitGL()
{
// First call SetCurrent or GL initialization will fail.
m_context->SetCurrent(*m_canvas);
// Initialize GLEW.
bool glewInialized = m_helper.InitGlew();
if ( !glewInialized )
{
SetTitle("Failed it initialize GLEW.");
return;
}
SetTitle("Context and GLEW initialized.");
// Initialize the triangle data.
m_helper.InitData();
// Bind event handlers for the canvas. Binding was delayed until OpenGL was
// initialized because these handlers will need to call OpenGL functions.
m_canvas->Bind(wxEVT_SIZE, &wxGlewFrame::OnCanvasSize, this);
m_canvas->Bind(wxEVT_PAINT, &wxGlewFrame::OnCanvasPaint, this);
}
class MyApp : public wxApp
{
public:
virtual bool OnInit()
{
wxGlewFrame* frame = new wxGlewFrame(NULL);
frame->Show();
return true;
}
};
wxIMPLEMENT_APP(MyApp);
(This is basically the Hello Triangle sample from learnopengl.com except rewritten to use wxGLCanvas and GLEW instead of GLFW and GLAD.
This takes up about 19MB of memory on my system and only increases up to about 24 or 25MB when resizing. That might sound like a lot for such a simple program, but the running the official "Hello Triangle" sample uses 26MB. So I think the memory usage is about what should be expected.

Importing a QT project into visual studio 2019 gives me lots of LNK2001 errors [closed]

Closed. This question is not reproducible or was caused by typos. It is not currently accepting answers.
This question was caused by a typo or a problem that can no longer be reproduced. While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
Closed 2 years ago.
Improve this question
I'm trying to build both an openGL script and a QT window at the same time. I thought simply importing the QT project into visual studio using the official plugin would suffice but things are never that easy with c++. I have already linked all my libraries and includes inside the project settings, including the stuff inside the msvc2019_64 folder, glfw, glad and QtWidgets.
main file, called shader_class.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include <iostream>
#include <QtWidgets/QApplication>
#include "login.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main(int argc, char* argv[]) {
// initialize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FOWARD_COMPAT, GL_TRUE);
#endif
// creating the glfw window
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "aprende opengl", NULL, NULL);
// if the window does not initialize
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all openGL pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//builds the shader with our header file
// you can name your shader files however you like
shader ourShader("3.3.shader.vs", "3.3.shader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex
// buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attributes
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
// modify this VAO, but this rarely happens. Modifying other VAOs
// requires a call to glBindVertexArray anyways so we generally
// don't unbind VAOs (nor VBOs) when it's not directly necessary.
// glBindVertexArray(0);
// render loop
while (!glfwWindowShouldClose(window)) {
// input
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// renderiza el triangulo
ourShader.use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// GLFW: swap buffers and poll IO events (mouse pressed, etc)
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
// QT constructor stuff
QApplication a(argc, argv);
login w;
w.show();
return a.exec();
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
the header of this main file, called shader.h
#pragma once
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class shader {
public:
unsigned int ID;
// this constructor builds the shader rather quickly
shader(const char* vertexPath, const char* fragmentPath) {
// 1.- obtain the vertex/fragment code from filepath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// makes sure the ifstream objects can throw exceptions
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// reads the archive buffers and converts them to string
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close these file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream objects to string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}// end of try
catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}// end of catch
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2.- compiles the shader objects
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// since the shaders have been linked to the program, they're no longer needed
glDeleteShader(vertex);
glDeleteShader(fragment);
}// end of constructor
// turn on the shader
void use() {
glUseProgram(ID);
}
// utility uniform functions
void setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// checks for compile errors or linking errors
void checkCompileErrors(unsigned int shader, std::string type) {
int success;
char infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
}
};
#endif
this is the login.cpp file which binds to the login.ui GUI file.
#include "login.h"
#include "ui_login.h"
login::login(QWidget *parent)
: QMainWindow(parent)
, ui(new Ui::login)
{
ui->setupUi(this);
}
login::~login()
{
delete ui;
}
this is the login.h header file
#ifndef LOGIN_H
#define LOGIN_H
#include <QtWidgets/QMainWindow>
QT_BEGIN_NAMESPACE
namespace Ui { class login; }
QT_END_NAMESPACE
class login : public QMainWindow
{
Q_OBJECT
public:
login(QWidget *parent = nullptr);
~login();
private:
Ui::login *ui;
};
#endif // LOGIN_H
trying to compile all of this turns out 212 errors like these (my project is called "simulador_7"):
Error LNK2001 unresolved external symbol "protected: virtual bool __cdecl QAbstractScrollArea::eventFilter(class QObject *,class QEvent *)" (?eventFilter#QAbstractScrollArea##MEAA_NPEAVQObject##PEAVQEvent###Z) simulador_7 C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\login.obj 1
Error LNK2001 unresolved external symbol "protected: virtual bool __cdecl QAbstractScrollArea::viewportEvent(class QEvent *)" (?viewportEvent#QAbstractScrollArea##MEAA_NPEAVQEvent###Z) simulador_7 C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\login.obj 1
Error LNK2001 unresolved external symbol "protected: virtual bool __cdecl QLabel::event(class QEvent *)" (?event#QLabel##MEAA_NPEAVQEvent###Z) simulador_7 C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\login.obj 1
Error LNK2001 unresolved external symbol "protected: virtual bool __cdecl QLabel::focusNextPrevChild(bool)" (?focusNextPrevChild#QLabel##MEAA_N_N#Z) simulador_7 C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\login.obj 1
I hope someone is able to see whats going on. I know such errors are because the compiler cannot find the "__cdecl" macro or reserved word, but I've googled about this keyword in specific and it doesn't seem to belong to any library or include folder in particular, so I am in the dark to whats going on. Sorry if I'm not making myself clear, I am new to C++. Feel free to ask for anything else that I might have not included.
Just on a side note this is how you should be processing events rather that running a while loop.
It would be advisable to use the Qt Opengl rather than a mix of GLFW and QT.
QApplication a(argc, argv);
login w;
w.show();
QTimer timer;
timer.setInterval(0);
timer.setSingleShot(true);
QObject::connect(&timer, &QTimer::timeout, [&]() {
if (glfwWindowShouldClose(window) == 0 ) {
// do the rendering stuff
glfwPollEvents();
glfwSwapBuffers(window);
timer.start();
}
else
{
glfwTerminate();
application.quit();
}
It all came together when I included a path to qtwidgets inside the C/C++ additional include files options. It has to recognize the whole of qtwidgets so you can write "#include " without errors.

gl_deletebuffers not working in a separate thread

In my rendering application if i run the render function in the main loop than everything works fine but if i take the rendering function to another thread than the destructor of the objects is not able to release the buffer.
when any object gets destroyed
The destructor for the objects are called but it seems as if gl_deletebuffers are not able to release the buffer.
How i came to this conclusion
1) when i run everthing in the main loop and if i create a object and the VAO number for the object is 1
2) after destroying the object the next object VAO is also assigned number 1.
///////////////////////////////////////////////////////////////////////////////////////////////////////////
1) But when Rendering part goes to a seprate thread than VAO number keeps on incrementing with every object
2) System Ram memory also keeps increasing and when i close the application than only the memory is released.
3) Destructor for objects is definitely called when i delete a object but it seems as if destructor has not been able to release the buffer.
//#define GLEW_STATIC
#include <gl\glew.h>
#include <glfw3.h>
#include "TreeModel.h"
#include "ui_WavefrontRenderer.h"
#include <QtWidgets/QApplication>
#include <QMessageBox>
#include <thread>
#define FPS_WANTED 60
const double limitFPS = 1.0 / 50.0;
Container cont;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
GLFWwindow* window = nullptr;
void RenderThread(WavefrontRenderer* w)
{
glfwMakeContextCurrent(window);
GLenum GlewInitResult;
glewExperimental = GL_TRUE;
GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult) // Check if glew is initialized properly
{
QMessageBox msgBox;
msgBox.setText("Not able to Initialize Glew");
msgBox.exec();
glfwTerminate();
}
if (window == NULL)
{
QMessageBox msgBox;
msgBox.setText("Not able to create GL Window");
msgBox.exec();
glfwTerminate();
//return -1;
}
w->InitData();
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// - Measure time
glClearColor(0.3, 0.3, 0.3, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
w->render(); // DO the Rendering
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
std::terminate();
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
cont.SetName("RootItem");
TreeModel* model = new TreeModel("RootElement", &cont);
WavefrontRenderer w(model);
w.show();
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Renderer", nullptr, nullptr); // Create the render
window
glfwMakeContextCurrent(0);
std::thread renderThread(RenderThread, &w);
renderThread.detach();
return a.exec();
return 0;
}
Class defination for a Object
the render function w->render() calls the draw() function of a object.
The Base class has a virtual destructor.
#include "Triangle.h"
#include "qdebug.h"
#include "qmessagebox.h"
float verticesTriangle[] = {
-50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,0.0f, 0.0f,
50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,1.0f, 0.0f,
0.0f, 50.0f, 0.0f, 0.0f, 0.0f,1.0f ,0.5f, 1.0f
};
Triangle::Triangle() : Geometry("TRIANGLE", true)
{
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = 0;
this->isChanged = true;
}
Triangle::Triangle(const Triangle& triangle) : Geometry( triangle )
{
CleanUp();
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
iEntries = 3;
}
Triangle& Triangle::operator=(const Triangle& triangle)
{
CleanUp();
Geometry::operator=(triangle);
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
return (*this);
}
void Triangle::init()
{
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesTriangle), verticesTriangle, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
isInited = true;
}
void Triangle::CleanUp()
{
if (!this->isInited)
{
return;
}
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
void Triangle::draw()
{
if (isChanged)
{
init();
isChanged = false;
}
this->shader.Use();
glBindVertexArray(m_VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
Triangle::~Triangle()
{
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
OpenGL contexts are thread local state:
Every thread has exactly one or no OpenGL contexts active in it at any given time.
Each OpenGL context must be active in no or exactly one thread at any given time.
OpenGL contexts are not automatically migrated between thread.
I.e. if you don't explicitly unmake current the OpenGL context in question on the threads it's currently active, and subsequently make it active on the thread you're calling glDeleteBuffers on, the call on that will have no effect; on the context you expected it to have an effect on, at least.

C++ Strange Access Violation with OpenGL [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 6 years ago.
Improve this question
I'm pretty new to C++ so I hope I can get some help here.
I try to port my Game Engine to C++ but C++ behaves a litle bit... "Strange".
Following Situation:
if I run test1() It all works as it should.
main.cpp
#include <iostream>
#include "../headers/base.h"
#include "../headers/DemoGame.h"
#include "../headers/TestShader.h"
using namespace std;
using namespace engine;
void run(TestShader* t, GLuint VAO, GLFWwindow* w)
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(t->progID);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(w);
}
void test1()
{
Window w = Window(800, 600, "test");
TestShader t = TestShader();
GLuint VAO, VBO;
GLfloat vertices[9] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(w.getWindow()))
{
run(&t, VAO, w.getWindow());
}
}
void test2()
{
DemoGame game = DemoGame();
game.start();
}
int main()
{
test1();
return 0;
}
If i'm running test2() with following involved classes:
Engine.h
#pragma once
#ifndef H_ENGINE
#define H_ENGINE
#include "base.h"
namespace engine
{
class Engine
{
private:
bool running;
public:
void start()
{
init();
process();
}
void stop()
{
this->running = false;
}
private:
void process()
{
update();
}
public:
virtual void init() = 0;
virtual void update() = 0;
virtual void render() = 0;
virtual void terminate() = 0;
};
}
#endif
DemoGame.h
#pragma once
#ifndef DEMO_DEMO_GAME
#define DEMO_DEMO_GAME
#include "base.h"
#include "Window.h"
#include "Engine.h"
#include "TestShader.h"
using namespace engine;
class DemoGame : public Engine
{
public:
Window* w;
TestShader* t;
GLuint VBO, VAO;
public:
DemoGame() : Engine() { }
public:
void init();
void update();
void render();
void terminate();
};
#endif
DemoGame.cpp
#include "../headers/DemoGame.h"
#include <iostream>
using namespace std;
void DemoGame::init()
{
cout << "ping" << endl;
Window wi = Window(800, 600, "test");
w = &wi;
TestShader te = TestShader();
t = &te;
GLfloat vertices[9] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(w->getWindow()))
{
render();
}
}
void DemoGame::update()
{
}
void DemoGame::render()
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(t->progID);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(w->getWindow());
}
void DemoGame::terminate()
{
}
It works aswell. But as you may see Engine.h is supposed to control the mainloop. If I change the code a little bit:
Engine.h
#pragma once
#ifndef H_ENGINE
#define H_ENGINE
#include "base.h"
namespace engine
{
class Engine
{
private:
bool running;
public:
void start()
{
init();
running = true;
while (running)
{
process();
}
}
void stop()
{
this->running = false;
}
private:
void process()
{
update();
}
public:
virtual void init() = 0;
virtual void update() = 0;
virtual void render() = 0;
virtual void terminate() = 0;
};
}
#endif
DemoGame.cpp
#include "../headers/DemoGame.h"
#include <iostream>
using namespace std;
void DemoGame::init()
{
cout << "ping" << endl;
Window wi = Window(800, 600, "test");
w = &wi;
TestShader te = TestShader();
t = &te;
GLfloat vertices[9] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void DemoGame::update()
{
render();
}
void DemoGame::render()
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(t->progID);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(w->getWindow());
}
void DemoGame::terminate()
{
}
Now all of a sudden I get an "Access Violation". The question is why?
The file "base.h" just contains
#define GLEW_STATIC
#include "GL/glew.h"
#include "GLFW/glfw3.h"
and the classes Window and TestShader shouldn't matter because they work in the first two examples. As I stated before I'm pretty new to C++ and I just don't understand why that doesn't work. Can you please help me finding out at least why that doesn't work or better help me solving the problem.
This is my second attempt to get a useful answer from StackOverflow by posting a question. Please do me a favour. Please consider read the situation before you mark this question an duplicate. The last time it wasn't an duplicate the problem was by far different.
Edit
As requested the Error message(sry I'm at work so the language is german)
Ausnahme ausgelöst bei 0x0126489D in GLFWGame.exe: 0xC0000005:
Zugriffsverletzung beim Lesen an Position 0xCCCCCEA4.
Falls ein Handler für diese Ausnahme vorhanden ist, kann das Programm
möglicherweise weiterhin sicher ausgeführt werden.
And I'll try to shorten the code to the most important.
You store addresses of stack objects that get deleted. For example,
Window wi = Window(800, 600, "test");
w = &wi;
Creates a local variable wi on the stack, which gets deleted automatically when it goes out of scope (which is the case at the end of the function). After that, w will point to an address that is already freed, which will lead to big troubles when you try to access this variables later on as you do here:
glfwSwapBuffers(w->getWindow());
If you want to create the window object on the heap, you have to use the following code in DemoGame::init():
w = new Window(800, 600, "test");
Don't forget to delete this object manually by calling delete w when you don't need it anymore. The same problem also occures for the TestShader instance.
Side note: Window wi = Window(800, 600, "test"); is still a strange syntax when creating objects on the stack. The correct way would be Window wi(800, 600, "test"); Have a look at this posts for why this makes a difference: Calling constructors in c++ without new
Edit: Your first example just works because you are calling the render function inside the init function, thus the objects do not get out of scope. Storing pointers to local object is still not good practice.
Your problem is here:
Window wi = Window(800, 600, "test");
w = &wi;
TestShader te = TestShader();
t = &te;
Both, the instance of Window as well as the instance of TestShader are local variables that will get cleaned up as soon as they go out of scope (end of init) and hence remembering their addresses has no meaning. You will need to create those instances dynamically (new) or set them up within your class definition.

OpenGL Mesh Wrong Position

I am trying to create a simple triangle mesh and after figuring out why I just got a blanc screen (for some reason the x64 configuration was giving me problems) I am facing a new issue:
The position of my vertices don't turn out to be how I want them. And I have no idea why.
What I should be getting is a triangle which looks about like this:
What I am getting though is this:
I use GLEW 1.10.0 for loading OpenGL, GLM 0.9.5.4 for OpenGL math stuff and SDL 2.0.3 for window stuff. Everything running on Windows 8.1 in Visual Studio 2013 Ultimate with the latest Nvidia graphics drivers.
Main.cpp:
#include "Display.h"
#include "Shader.h"
#include "Mesh.h"
using namespace std;
int main(int argc, char** argv)
{
Display display(1200, 800, "Hello World");
Vertex vertecies[] =
{
Vertex(vec3(-0.5, -0.5, 0)),
Vertex(vec3(0.5, -0.5, 0)),
Vertex(vec3(0, 0.5, 0))
};
Mesh mesh(vertecies, sizeof(vertecies) / sizeof(vertecies[0]));
Shader shader(".\\res\\BasicShader");
while (!display.IsClosed())
{
display.Clear(1.0f, 1.0f, 1.0f, 1.0f);
shader.Bind();
mesh.Draw();
display.Update();
}
return 0;
}
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh(Vertex* vertecies, unsigned int numVertecies)
{
m_drawCount = numVertecies;
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies[0]) * numVertecies, vertecies, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, m_pos));
glBindVertexArray(0);
}
Mesh::~Mesh()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void Mesh::Draw()
{
glBindVertexArray(m_vertexArrayObject);
glDrawArrays(GL_TRIANGLES, 0, m_drawCount);
glBindVertexArray(0);
}
Display.cpp:
#include "Display.h"
Display::Display(int width, int height, string title)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
m_window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
m_glContext = SDL_GL_CreateContext(m_window);
m_isClosed = false;
GLenum status = glewInit();
if (status != GLEW_OK)
cerr << "Could not initialize GLEW!" << endl;
}
Display::~Display()
{
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_window);
SDL_Quit();
}
void Display::Clear(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
}
bool Display::IsClosed()
{
return m_isClosed;
}
void Display::Update()
{
SDL_GL_SwapWindow(m_window);
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
m_isClosed = true;
}
}
Vertex Shader:
#version 420 core
layout(location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
Fragment Shader:
#version 420 core
out vec4 frag;
void main()
{
frag = vec4(1.0, 0.0, 0.0, 1.0);
}
Vertex.h:
#pragma once
#include <glm\glm.hpp>
using namespace glm;
struct Vertex
{
public:
Vertex(const vec3& pos);
virtual ~Vertex();
vec3 m_pos;
};
Vertex.cpp:
#include "Vertex.h"
Vertex::Vertex(const vec3& pos)
{
m_pos = pos;
}
Vertex::~Vertex()
{
}
EDIT: Everything has now been fixed.
This is probably a data alignment issue where your Vertex class is being padded. OpenGL would then interpret the padding bytes as valid data.
You can verify this by printing the result of sizeof(Vertex) which would be 8 (you mention a 64 platform) if it is indeed padded.
This tells OpenGL that there are floats tightly packed in memory, without padding:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
A better way of setting the vertex pointer would be:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, m_pos));
This also enables you to easily add more attributes.