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tzaeru

OpenGL GLSL and glCreateProgramObjectARB() crash

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Heya. I copied over my GLSL code used on Linux, and found out that on this Windows Vista Laptop the code crashes on glCreateProgram()/glCraeteProgramObjectARB();. So I dashed the code and copy+pasted over from nehe.gamedev.net to notice that.. it still crashes. In same function. Here's the full shader initialization:
void initShaders()
{
		GLenum err=glewInit();
	if(err!=GLEW_OK)
	{
	//problem: glewInit failed, something is seriously wrong
	printf("Error: %s\n", glewGetErrorString(err));
	}

	char my_vertex_shader_source[] ="void main() {}";
	char my_fragment_shader_source[] = "void main() {}";

	const GLcharARB *myfs = &my_fragment_shader_source[0];
	const GLcharARB *myvs = &my_vertex_shader_source[0];

GLenum my_program;
GLenum my_vertex_shader;
GLenum my_fragment_shader;

// Create Shader And Program Objects
my_program = glCreateProgramObjectARB();
my_vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
my_fragment_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);

// Load Shader Sources
glShaderSourceARB(my_vertex_shader, 1, &myfs, NULL);
glShaderSourceARB(my_fragment_shader, 1, &myvs, NULL);

// Compile The Shaders
glCompileShaderARB(my_vertex_shader);
glCompileShaderARB(my_fragment_shader);

// Attach The Shader Objects To The Program Object
glAttachObjectARB(my_program, my_vertex_shader);
glAttachObjectARB(my_program, my_fragment_shader);

// Link The Program Object
glLinkProgramARB(my_program);

// Use The Program Object Instead Of Fixed Function OpenGL
glUseProgramObjectARB(my_program);

}


This is the main.h, using glew:
#ifndef _main_h
#define _main_h

#include <GL/glew.h>

#include <SDL/SDL.h>
//#include <SDL/SDL_opengl.h>

#include <SDL/SDL_image.h>

#include <vector>

#include <iostream>

using namespace std;

//#include <GL/glext.h>
//#include <GL/wglext.h>



#endif


I have the latest drivers for the graphic card, which is Intel GMA X3100 and supposedly it supports Shader model 4.0 and OGL 2.0. The crash is rather mystic, as no error messages are printed out. The debugger falls a bit short as well - It supposedly crashes at address 0x00000000 in function "??" and the debugger info before that is just about moving to "initShaders()". :)

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GL version is "1.5.0 - Build 7.14.10.1437".

The extensions are
Quote:
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_ARB_texture_rectangle GL_EXT_texture_rectangle GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint


- This list appears to lack both GL_ARB_shader_objects and GL_ARB_shading_language_100.

GL_SHADING_LANGUAGE_VERSION printed out a good bit of absolutely nothing.

I guess the lack of those two extensions would then seem to be the source of the problem?

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Quote:
Original post by tzaeru
GL version is "1.5.0 - Build 7.14.10.1437".

The extensions are
Quote:
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_ARB_texture_rectangle GL_EXT_texture_rectangle GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint


- This list appears to lack both GL_ARB_shader_objects and GL_ARB_shading_language_100.
That doesn't look right at all - try updating to/re-installing the latest drivers. My X3100 has shaders, framebuffer objects, etc.

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This just got a new, interesting twist.. Updated the graphic drivers through HP, since it's HP's laptop and filled with their software, but that didn't seem to help.

To install the drivers provided directly by Intel, I'd have to remove the HP stuff.

Hurr. Wonder if I'm doing something else wrong. I think I've actually ran software with shaders, though.

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