glActiveTextureARB(GL_TEXTURE0_ARB); causes crash

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4 comments, last by Evil-Prey 21 years, 6 months ago
Im not sure why, but I know for sure that this is the only line of code causing my program to crash. Im not sure what you''d want to see to diagnos this problem, just ask I will provide. BTW mutlitexturing is set up properly, but it crashes here.
If at first you don't suceed do something easier!.
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The error message you get would definitely help

Make sure that glActiveTextureARB is properly initialized (ie. is no NULL pointer).
I get a memory cannot be "read" error when it tries to execute the exe.
..
glActiveTextureARB(GL_TEXTURE0_ARB); <---- thats the linem that crashes, Im positive of it.
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_texture.tex1.texID);
...

//------------------------------
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB= NULL;
PFNGLACTIVETEXTUREARBPROC glClientActiveTextureARB= NULL;
...




glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB");

glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");

glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress("glClientActiveTextureARB");

I check for multitexturing support and no errors, and I check to see if the functions were properly gotten again no error.


Btw Im using sdl, not if that matter for the windows stuff.









[edited by - Evil-Prey on October 15, 2002 12:38:40 AM]
If at first you don't suceed do something easier!.
Make sure you get the function pointer after you have created a window. You need an active rendering context to get the function pointers.
Maybe that won''t help much, but you should replace :

  //------------------------------PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;PFNGLACTIVETEXTUREARBPROC glActiveTextureARB= NULL;PFNGLACTIVETEXTUREARBPROC glClientActiveTextureARB= NULL;...  


with:
  //------------------------------PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;PFNGLACTIVETEXTUREARBPROC glActiveTextureARB= NULL;PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB= NULL;...  
ok thanks for all your help, got it working.
If at first you don't suceed do something easier!.

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