NeHe GLUT lesson5 code freezes my machine

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1 comment, last by 21st Century Moose 12 years, 6 months ago
I'm having trouble understanding why the following application freezes my machine when I compile and run it on Ubuntu Linux 11.04 (64bit) with Nvidia GeForce GTX 560 Ti Driver version (270.41.06).
It is the GLUT code from NeHe OpenGL Tutorial (lesson05).
I've tested the same code on MacOS X and it seems to work.

Can someone help me?


#include <GL/gl.h>
#include <GL/glut.h>

float rtri;
float rquad;

void InitGL ( GLvoid )
{

glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glEnable ( GL_COLOR_MATERIAL );
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}

void display ( void ) // Create The Display Function
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glPushMatrix();
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd(); // Finished Drawing The Triangle

glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f,0.0f,-6.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
glColor3f(0.5f,0.5f,1.0f); // Set The Color To Blue One Time Only
glBegin(GL_QUADS); // Draw A Quad
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done Drawing The Quad
// Done Drawing The Quad
glPopMatrix();
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )


glutSwapBuffers ( );
// Swap The Buffers To Not Be Left With A Clear Screen
}

void reshape ( int width , int height ) // Create The Reshape Function (the viewport)
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
}

void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
{
switch ( key ) {
case 27: // When Escape Is Pressed...
exit ( 0 ); // Exit The Program
break; // Ready For Next Case
default: // Now Wrap It Up
break;
}
}

void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
{
switch ( a_keys ) {
case GLUT_KEY_UP: // When Up Arrow Is Pressed...
glutFullScreen ( ); // Go Into Full Screen Mode
break;
case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
break;
default:
break;
}
}


int main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
{
glutInit ( &argc, argv ); // Erm Just Write It =)
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE ); // Display Mode
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title)
//glutFullScreen ( ); // Put Into Full Screen
InitGL ();
glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
glutReshapeFunc ( reshape );
glutKeyboardFunc ( keyboard );
glutSpecialFunc ( arrow_keys );
glutIdleFunc ( display );
glutMainLoop ( ); // Initialize The Main Loop
}


To compile I used:


gcc main.c -lglut -lGLU -lGL
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I'm having trouble understanding why the following application freezes my machine when I compile and run it on Ubuntu Linux 11.04 (64bit) with Nvidia GeForce GTX 560 Ti Driver version (270.41.06).
It is the GLUT code from NeHe OpenGL Tutorial (lesson05).
I've tested the same code on MacOS X and it seems to work.

Can someone help me?


#include <GL/gl.h>
#include <GL/glut.h>

float rtri;
float rquad;

void InitGL ( GLvoid )
{

glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glEnable ( GL_COLOR_MATERIAL );
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}

void display ( void ) // Create The Display Function
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glPushMatrix();
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd(); // Finished Drawing The Triangle

glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f,0.0f,-6.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
glColor3f(0.5f,0.5f,1.0f); // Set The Color To Blue One Time Only
glBegin(GL_QUADS); // Draw A Quad
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done Drawing The Quad
// Done Drawing The Quad
glPopMatrix();
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )


glutSwapBuffers ( );
// Swap The Buffers To Not Be Left With A Clear Screen
}

void reshape ( int width , int height ) // Create The Reshape Function (the viewport)
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
}

void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
{
switch ( key ) {
case 27: // When Escape Is Pressed...
exit ( 0 ); // Exit The Program
break; // Ready For Next Case
default: // Now Wrap It Up
break;
}
}

void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
{
switch ( a_keys ) {
case GLUT_KEY_UP: // When Up Arrow Is Pressed...
glutFullScreen ( ); // Go Into Full Screen Mode
break;
case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
break;
default:
break;
}
}


int main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
{
glutInit ( &argc, argv ); // Erm Just Write It =)
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE ); // Display Mode
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title)
//glutFullScreen ( ); // Put Into Full Screen
InitGL ();
glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
glutReshapeFunc ( reshape );
glutKeyboardFunc ( keyboard );
glutSpecialFunc ( arrow_keys );
glutIdleFunc ( display );
glutMainLoop ( ); // Initialize The Main Loop
}


To compile I used:


gcc main.c -lglut -lGLU -lGL



I've compiled that same lesson under Win7 and Debian and it works fine. The only difference is that I use Freeglut and 32-bit Linux. You probably have some driver issues or some kind of 64 bit compatability problem. In those situations, I usually just start commenting out lines until I can run something. Who knows, you may find out that you can't even run an empty rendering window.
Good judgment comes from experience; experience comes from bad judgment.
I'm willing to bet it's your char ** argv on main. GLUT is old old old and most likely not 64-bit safe, so sending this to glutInit (as well as sending &argc) may cause all kinds of interesting things to happen.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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