I keep getting
atioglxx.pdb not loaded error
and the exception thrown is
Unhandled exception at 0x61DA5D3A (atioglxx.dll) in opengl_fps.exe: 0xC0000005: Access violation writing location 0x00000000. occurred
This started happening after I added some code for loading some shaders and drawing a triangle
I've allready tried updating my amd drivers,cleaning the solution and rebuilding,restarting visual studio,restarting my pc,and googling it
code for loading a the shaders
GLuint vsid = glCreateShader(GL_VERTEX_SHADER);\\exception thrown here
glShaderSource(vsid, 1, &vs, NULL);
glCompileShader(vsid);
GLint* success = 0;
GLchar infolog[512];
glGetShaderiv(vsid, GL_COMPILE_STATUS, success);
if (!success)
{
glGetShaderInfoLog(vsid, 512, NULL, infolog);
std::cout << "shader vs cant compile\n" << infolog << std::endl;
}
GLuint fsid = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsid, 1, &fs, NULL);
glCompileShader(fsid);
glGetShaderiv(fsid, GL_COMPILE_STATUS, success);
if (!success)
{
glGetShaderInfoLog(vsid, 512, NULL, infolog);
std::cout << "shader fs cant compile\n" << infolog << std::endl;
}
GLuint shaderprogram = glCreateProgram();
glAttachShader(shaderprogram, vsid);
glAttachShader(shaderprogram, fsid);
glLinkProgram(shaderprogram);
glGetProgramiv(shaderprogram, GL_LINK_STATUS, success);
if (!success)
{
glGetShaderInfoLog(shaderprogram, 512, NULL, infolog);
std::cout << "shader program" << infolog;
}
glDeleteShader(vsid);
glDeleteShader(fsid);
GLfloat vertices[] = {
-0.5f,-0.5f,0.0f,
0.5f,-0.5f,0.0f,
0.0f,0.5f,0.0f
};
GLuint vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
code for rendering
win.update();
glUseProgram(shaderprogram);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
win.swapbuffers();
The 3 parameter of glGetShaderiv
is expecting the address of a GLint
you are passing the null pointer in as the address to use.
Change:
GLint* success = 0;
GLchar infolog[512];
glGetShaderiv(vsid, GL_COMPILE_STATUS, success);
To:
GLint success = 0;
GLchar infolog[512];
glGetShaderiv(vsid, GL_COMPILE_STATUS, &success);
And also in other similar places.
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