Prognatus

Members
  • Content count

    10
  • Joined

  • Last visited

Community Reputation

198 Neutral

About Prognatus

  • Rank
    Member
  1. yes i called glewinit() after i created my window and made the window context. I dont know if it supports buffer objects but my graphics card is 330m nvidia.
  2. im using the libary's glew and glfw.
  3. When i try to debug the program i get Access violation reading location 0x00000000.
  4. code seems to crash when i call my make_buffer function or my render function. void Graphics::make_buffer(GLenum object, GLenum type) { int offset = object * numperobj; glGenBuffers(1, buf.buffer); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Vertices+ offset]); glBufferData(GL_ARRAY_BUFFER, sizeof(floorverts), floorverts, GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glGenBuffers(1, buf.buffer); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Colors + offset]); glBufferData(GL_ARRAY_BUFFER, sizeof(floorcol), floorcol, GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_COLOR_ARRAY); glGenBuffers(1, buf.buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf.buffer[Elements + offset]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(floorinds), floorinds, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); buf.PrimType[object] = type; buf.NumElems[object] = sizeof(floorinds); } void Graphics::render(GLuint object) { int offset = object * numperobj; glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Vertices + offset]); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Colors + offset]); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf.buffer[Elements + offset]); glDrawElements(buf.PrimType[object], buf.NumElems[object], GL_UNSIGNED_INT, BUFFER_OFFSET(0)); }
  5. Thx that solved my problem.
  6. I manged to fix it. What i did wrong was download the win64 version of glfw instead of the win32. But now i have a new problem every time i call Initglew() my program clashes. //Sets the error callback in case of error glfwSetErrorCallback(Error_callback); //initailize glfw if (!glfwInit()) { exit(EXIT_FAILURE); return false; } //create window window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); return false; } glewExperimental=true; GLenum err=glewInit(); if(err!=GLEW_OK) { //Problem: glewInit failed, something is seriously wrong. glfwTerminate(); exit(EXIT_FAILURE); return false; } //set window context glfwMakeContextCurrent(window); //sets Key callback glfwSetKeyCallback(window, Key_callback); return true;
  7. I'm not sure that is a good idea. I'm not familiar with the precompiled build for GLFW but from a quick glance I got the impression glfw3.lib is for statically linking GLFW while glfw3dll.lib is for dynamically linking it. Supplying both to the linker might have you end up with errors like that. That said, I would in general advise to only link something as small and simple like GLFW dynamically if there is a specific need for that. So my advice would be to remove the define for GLFW_DLL and only link glfw3.lib. I tried what you said but i still get the same error
  8. I get this error every time i debug this code. I downloaded the new version of glfw from www.glfw.org. I have linked both the library's  glfw3.lib and glfw3dll.lib to the linker  input and general.   #define GLFW_DLL #include <GLFW/glfw3.h> int main(void) {     GLFWwindow* window;     /* Initialize the library */     if (!glfwInit())         return -1;     /* Create a windowed mode window and its OpenGL context */     window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);     if (!window)     {         glfwTerminate();         return -1;     }     /* Make the window's context current */     glfwMakeContextCurrent(window);     /* Loop until the user closes the window */     while (!glfwWindowShouldClose(window))     {         /* Render here */         /* Swap front and back buffers */         glfwSwapBuffers(window);         /* Poll for and process events */         glfwPollEvents();     }     glfwTerminate();     return 0; } 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwPollEvents referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwSwapBuffers referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwWindowShouldClose referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwMakeContextCurrent referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwTerminate referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwCreateWindow referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwInit referenced in function _main 1>c:\users\william\documents\visual studio 2010\Projects\test 1\Debug\test 1.exe : fatal error LNK1120: 7 unresolved externals
  9. What to do from Now?

    well I want to make mostly Platformer, RPG, and FPS games. Ill like to do both 2D and 3D games. I'm already pretty good with 3ds max and Photoshop. I guess i want to learn all the platforms, but mainly Windows. and last i guess ill start from scratch just to understand how a game work entirely, but in the future i hope to be able to use the unreal engine.
  10. What to do from Now?

    I have taken classes in c++ and java, I know these langauges but i dont know how to make make a game from c++ or java. Can someone help point me the right way.