drawrangeelements creating giving access violation reading 0x0000

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3 comments, last by dyerseve 16 years ago
My code is something like:


vector<float> allvertexdata;
vector<int> allindexdata;

//... fill in the two buffers ...

if (allindexdata.size()*4!=totalISize) return false;
if (allvertexdata.size()*4!=totalVSize) return false;

nmesh.dbg_indexdata=allindexdata;
nmesh.dbg_vertexdata=allvertexdata;

glGenBuffersARB(1,&nmesh.VertexBuffer);
glBindBufferARB(GL_ARRAY_BUFFER,nmesh.VertexBuffer);
glBufferDataARB(GL_ARRAY_BUFFER,totalVSize,&allvertexdata[0],GL_STATIC_DRAW_ARB);

glGenBuffersARB(1,&nmesh.IndexBuffer);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,nmesh.IndexBuffer);	
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,totalISize,&allindexdata[0],GL_STATIC_DRAW_ARB);	

glBindBufferARB(GL_ARRAY_BUFFER_ARB,0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,0);	


//... do some other initialization stuff ...


//... start rendering:
const char* ptrbase=0;

glBindBufferARB(GL_ARRAY_BUFFER,m.VertexBuffer);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,m.IndexBuffer);	
		
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);	
glNormalPointer(m.ptrNormalSize,m.ptrNormalStride,ptrbase+m.ptrNormalOffset);
for (int i=0;i<8;i++) {
	glClientActiveTextureARB(GL_TEXTURE0_ARB+i);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}

glEnableClientState(GL_VERTEX_ARRAY);	
glVertexPointer(m.ptrVertexSize,m.ptrVertexFormat,m.ptrVertexStride,ptrbase+m.ptrVertexOffset);

for (vector<CBatch>::const_iterator bit=m.batches.begin();bit!=m.batches.end();bit++) {

	if (0) {
		glBegin(GL_TRIANGLES);
		char* dbgvbase=(char*)&m.dbg_vertexdata[0];
		for (int i=bit->indexStart;i!=bit->indexEnd;i++) {
			int v=m.dbg_indexdata;		
			glColor4f(1.0f,3.0f,3.0f,1.0f);
			Vector3* dn=(Vector3*)(dbgvbase +  v*m.ptrNormalStride + m.ptrNormalOffset);
			glNormal3f(dn->x,dn->y,dn->z);
			Vector3* dv=(Vector3*)(dbgvbase +  v*m.ptrVertexStride + m.ptrVertexOffset);
			glVertex3f(dv->x,dv->y,dv->z);
		}
		glEnd();
	} else {
		glDrawRangeElements(GL_TRIANGLES,bit->vertexStart,bit->vertexEnd,bit->indexCount,GL_UNSIGNED_INT,ptrbase+bit->indexStart*4);
	}
}

The code works fine when I change the 0 to a 1 and use the glBegin stuff instead of the glDrawRangeElements command. When I used glDrawRangeElements, I get an access violation reading 0x00000000. The last pointer passed into it is null, but shouldn't glDrawRangeElements treat that as an index into the element buffer? Basically, I expect glDrawRangeElements to work exactly the way the code above it does (just more efficiently), but for some reason it doesn't work the way I think it should. Also vertexStart and vertexEnd should to the minimum and maximum index referred to by any of the indices right? (or is vertexStart something that is added to all of the indices?) Any ideas?
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glNormalPointer(m.ptrNormalSize,m.ptrNormalStride,ptrbase+m.ptrNormalOffset);

double check that first parameter, isnt it a gl enum?
Thanks, that was it.

I accidently removed the GLenum type parameter instead of the GLint size one... man that would have taken me hours to notice.
Quote:Original post by dyerseve
...that would have taken me hours to notice.
Throwing in some OpenGL error checking would significantly reduce that time. glNormalPointer generates a GL_INVALID_ENUM error if type is not an accepted value.

Using something like GLIntercept could help even more.
Thanks Kalidor, that is a good idea. I'll be sure to try it next time something pops up.

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