Sign in to follow this  
Butabah

OpenGL My own window wrapper dies on resizing.

Recommended Posts

Butabah    100
Hey guys,

I'm brand new to posting, but I've been really interested in gamedev for a long time.

You see, I have this issue with my OpenGL Window Wrapper that causes it to crash whenever I attempt to resize, click on the header, and even when I press the ALT key.

I've done some debugging, but can't quite pinpoint the issues.

Any ideas? I can't seem to upload the C++ files, but I could probably Email them.

Share this post


Link to post
Share on other sites
Butabah    100
[quote name='fireshadow4126' timestamp='1307473479' post='4820635']
You don't have to upload the files, you can just use the insert code snippet button (the two angled brackets).
[/quote]

Okaydoke! Ill only post the relevant code

I use a function pointer to call a user defined resize function.





[code]


void ResizeFunc(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, h, 0);
}

// WndProc function
UINT OpenGLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)

{

switch (uMsg)
{

case WM_SIZE:
std::cout << "Resizing...\n";
if (this->bResizeSet)
this->resizeFunc(LOWORD(lParam), HIWORD(lParam));
return 0;
}
}

[/code]


The other stuff within wndproc is just simple keyboard\mouse\screen stuff

Share this post


Link to post
Share on other sites
TheCrow33    120
[quote name='Butabah' timestamp='1307474291' post='4820640']
case WM_SIZE:
std::cout << "Resizing...\n";
if (this->bResizeSet)
this->resizeFunc(LOWORD(lParam), HIWORD(lParam));
return 0;

[/quote]

shouldn't this follow the following pattern:
[code]case WM_SIZE:
// Do Stuff
break;[/code]
instead of returning?

Share this post


Link to post
Share on other sites
Butabah    100
[quote name='TheCrow33' timestamp='1307474818' post='4820651']
[quote name='Butabah' timestamp='1307474291' post='4820640']
case WM_SIZE:
std::cout << "Resizing...\n";
if (this->bResizeSet)
this->resizeFunc(LOWORD(lParam), HIWORD(lParam));
return 0;

[/quote]

shouldn't this follow the following pattern:
[code]case WM_SIZE:
// Do Stuff
break;[/code]
instead of returning?
[/quote]


A WndProc generally returns 0 once it is done handling the command.

Share this post


Link to post
Share on other sites
Endurion    5411
[quote name='Butabah' timestamp='1307475112' post='4820653']
A WndProc generally returns 0 once it is done handling the command.
[/quote]


No, it does not (at least not all the time). It is supposed to pass the message on to DefWindowProc. 0 is NOT A VALID return value for quite a lot of messages. Always check in MSDN if and what you are supposed to return.



Show your message loop code. Are you calling DefWindowProc properly?

Share this post


Link to post
Share on other sites
Mussi    4409
Where does the crash occur? Try stepping trough your code or use breakpoints to pinpoint the location of the crash.

[quote]WM_SIZE Message

[b]Return Value[/b]
If an application processes this message, it should return zero[/quote]

[url="http://msdn.microsoft.com/en-us/library/ms632646%28v=vs.85%29.aspx"]http://msdn.microsoft.com/en-us/library/ms632646%28v=vs.85%29.aspx[/url]

Share this post


Link to post
Share on other sites
Butabah    100
[quote name='Butabah' timestamp='1307475112' post='4820653']
[quote name='TheCrow33' timestamp='1307474818' post='4820651']
[quote name='Butabah' timestamp='1307474291' post='4820640']
case WM_SIZE:
std::cout << "Resizing...\n";
if (this->bResizeSet)
this->resizeFunc(LOWORD(lParam), HIWORD(lParam));
return 0;

[/quote]

shouldn't this follow the following pattern:
[code]case WM_SIZE:
// Do Stuff
break;[/code]
instead of returning?
[/quote]


A WndProc generally returns 0 once it is done handling the command.


[/quote]



[code]


switch (uMsg)
{
case WM_ACTIVATE:
std::cout << "Setting activation to " << HIWORD(wParam) << "\n";
(!HIWORD(wParam)) ? this->bActive = true : this->bActive = false;
return 0;
case WM_SYSCOMMAND:
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0; // prevent these actions
}

case WM_CLOSE:
std::cout << "Closing...\n";
PostQuitMessage(0);
return 0;

case WM_KEYDOWN:
if (this->bKeyboardSet)
this->keyboardFunc((char)wParam, BUTTON_STATE_DOWN);

return 0;

case WM_KEYUP:
if (this->bKeyboardSet)
this->keyboardFunc((char)wParam, BUTTON_STATE_UP);
return 0;

case WM_LBUTTONDOWN:
if(this->bMouseSet)
this->mouseFunc(GLWIN_LEFT, BUTTON_STATE_DOWN, LOWORD(lParam), HIWORD(lParam));
return 0;

case WM_LBUTTONUP:
if(this->bMouseSet)
this->mouseFunc(GLWIN_LEFT, BUTTON_STATE_UP, LOWORD(lParam), HIWORD(lParam));
return 0;

case WM_RBUTTONDOWN:
if (this->bMouseSet)
this->mouseFunc(GLWIN_RIGHT, BUTTON_STATE_DOWN, LOWORD(lParam), HIWORD(lParam));
return 0;

case WM_RBUTTONUP:
if (this->bMouseSet)
this->mouseFunc(GLWIN_RIGHT, BUTTON_STATE_DOWN, LOWORD(lParam), HIWORD(lParam));
return 0;

case WM_SIZE:
std::cout << "Resizing...\n";
if (this->bResizeSet)
this->resizeFunc(LOWORD(lParam), HIWORD(lParam));
return 0;

}
return DefWindowProc(hWnd,uMsg,wParam,lParam);


[/code]

[font="arial, verdana, tahoma, sans-serif"][size="2"][quote name='Mussi' timestamp='1307476056' post='4820659']
Where does the crash occur? Try stepping trough your code or use breakpoints to pinpoint the location of the crash.

[quote]WM_SIZE Message

[b]Return Value[/b]
If an application processes this message, it should return zero[/quote]

[url="http://msdn.microsoft.com/en-us/library/ms632646%28v=vs.85%29.aspx"]http://msdn.microsof...v=vs.85%29.aspx[/url]
[/quote]

[/size][/font][font="arial, verdana, tahoma, sans-serif"][size="2"]It's hard for me to find the exact break point, the most I can say is that when I click on the header, or the corner, it closes itself, I'm trying to find where\why, but I know it steps through[/size][/font]
[font="arial, verdana, tahoma, sans-serif"] [/font]
[size="2"][code]

case WM_CLOSE:
std::cout << "Closing...\n";
PostQuitMessage(0);
return 0;
[/code][/size]

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By pseudomarvin
      I assumed that if a shader is computationally expensive then the execution is just slower. But running the following GLSL FS instead just crashes
      void main() { float x = 0; float y = 0; int sum = 0; for (float x = 0; x < 10; x += 0.00005) { for (float y = 0; y < 10; y += 0.00005) { sum++; } } fragColor = vec4(1, 1, 1 , 1.0); } with unhandled exception in nvoglv32.dll. Are there any hard limits on the number of steps/time that a shader can take before it is shut down? I was thinking about implementing some time intensive computation in shaders where it would take on the order of seconds to compute a frame, is that possible? Thanks.
    • By Arulbabu Donbosco
      There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. 
      I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window.
      anyone, please help me .. how to go further... to create an application like VR CAVE. 
       
      Thanks
    • By cebugdev
      hi all,

      i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only),
      i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse.
      now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about.
      1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection?
      2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension.
      3. when let say if the screen size/dimension is different, how to handle this? in my previous javascript 2D engine using canvas, i just have my working coordinates and then just perform the bitblk or copying my working canvas to screen canvas and scale the mouse coordinates from there, in OpenGL how to work on a multiple screen sizes (more like an OpenGL ES question).
      lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free,
      Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework.
      IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work.
      thank you, and looking forward to positive replies.
    • By fllwr0491
      I have a few beginner questions about tesselation that I really have no clue.
      The opengl wiki doesn't seem to talk anything about the details.
       
      What is the relationship between TCS layout out and TES layout in?
      How does the tesselator know how control points are organized?
          e.g. If TES input requests triangles, but TCS can output N vertices.
             What happens in this case?
      In this article,
      http://www.informit.com/articles/article.aspx?p=2120983
      the isoline example TCS out=4, but TES in=isoline.
      And gl_TessCoord is only a single one.
      So which ones are the control points?
      How are tesselator building primitives?
    • By Orella
      I've been developing a 2D Engine using SFML + ImGui.
      Here you can see an image
      The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObjects and then is converted to ImGui::Image to render it in the editor.
      Now I need to create a 3D Engine during this year in my Bachelor Degree but using SDL2 + ImGui and I want to recreate what I did with the 2D Engine. 
      I've managed to render the editor like I did in the 2D Engine using this example that comes with ImGui. 
      3D Editor preview
      But I don't know how to create an equivalent of sf::RenderTexture in SDL2, so I can draw the 3D scene there and convert it to ImGui::Image to show it in the editor.
      If you can provide code will be better. And if you want me to provide any specific code tell me.
      Thanks!
  • Popular Now