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fredrik@fredrikak.net

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About fredrik@fredrikak.net

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  1. fredrik@fredrikak.net

    Relationships

    The best way to get over girls is the same way you get them. Even if its hard at times, you have to act the tough guy. Force yourself to accept your situation, perhaps think of the negative times. Whatever makes you feel 'mushy' or 'soft' is bad bad bad, stay away from it. Try to let yourself be ruled more by your rationality than your feelings. Its hard, but its the only way in my opinion. After awhile though this comes more and more naturally. But the sooner you do it, and the sooner you realize it the better. All in all, it comes down to acting like the stereotypical male, though you may not agree with this portrayal of the male gender role. Best of luck, hope you get over this soon, my best wishes ;)
  2. Have you tried to compile it and print the filename to some type of logging system or stdout, before creating the form? See if the path is correct and complete
  3. Try Application::Run(gcnew Form1(args[1])); instead. The first arguments is the filename of the executable, while the later are the passed arguments
  4. fredrik@fredrikak.net

    Unhandled exception at 0x00000000 glGenBuffer

    No, dont use #if's, those are evaluated at compile time. You should use regular if statements instead, since you cant determine what hardware your program will run on at compile time, only at runtime. This is what annoys me alot with the opengl design, that you need to account for possible non existant support for a feature, or you need to use core gl functions, or extensions, all depending on the level of hardware support you want. In some cases, like the framebuffer object, there is also 2 extensions, 1 EXT, and 1 ARB. And then you have it as a core feature in opengl 2.1 IIRC. On the other hand, if you do all of this correctly and make some basic classes for most of the desired feature that makes all of this transparent, then you are good on your way to create a rendering engine with a very large supported userbase. So it all comes down to how much you want to do yourself, and how much hardware support you want UPDATED: You cant upgrade GL version support. In some cases, upgrading your graphics card driver can open new features, but dont count on it. Its all about the hardware in most cases. Because of this you need to do some branching. Here is an example for a vbo if(GLEW_VERSION_1_5) glGenBuffers(1, &m_vertexBuffer); else if(GLEW_ARB_vertex_buffer_object) glGenBuffersARB(1,&m_vertexBuffer); NOTE: This does not account for no VBO support whatsoever. This would require a bit more code to explain, but I'll be happy to demonstrate
  5. fredrik@fredrikak.net

    Unhandled exception at 0x00000000 glGenBuffer

    It seems your opengl renderer is only 1.4, but you have the arb extension. Basically, this means you should use glGenBuffersARB, and glBindBufferARB, etc, not glGenBuffers and glBindBuffer and the likes, since those functions require opengl version 1.5 or higher. So you need to create multiple paths, and decide during runtime which path to take depending on the supported gl version and extensions.
  6. fredrik@fredrikak.net

    Unhandled exception at 0x00000000 glGenBuffer

    Try putting the glew initialization inside of your initializeGL function. I would also implement a check to see if the required extensions were loaded, and if not, fall back to a failsafe alternative using system memory. Additionally, use a debugger to find out the order in which your functions get called. Its also a good idea to test glError in your debug build, and perhaps store the intermediate value in a function scope variable for even easier overview of what happens when debugging
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