I believe this is some kind of random error thing I am getting only when I run it. I am including my shader files and main in the code below. I am getting a strange error in my include sstream and this it:Unhandled exception at 0x005BA1BD in jippy.cpp.exe: 0xC0000005: Access violation reading location 0xCCCCCCD0. occurred.
struct Shaderprogramsource {
  std::string VertexSouce;
  std::string FragmentSource;
};
static Shaderprogramsource Parseshader(const std::string& filepath) {
  std::ifstream stream(filepath);
  enum class Shadertype {
      NONE = -1, VERTEX = 0, FRAGMENT = 1
  };
  std::string line;
  std::stringstream ss[2];
  Shadertype type = Shadertype::NONE;
  while (getline(stream, line)) {
      if (line.find("#shader") != std::string::npos) {
          if (line.find("vertex") != std::string::npos)
              type = Shadertype::VERTEX;
          else if (line.find("fragment") != std::string::npos)
              type = Shadertype::FRAGMENT;
      }
      else {
          ss[(int)type] << line << "\n";
      }
  }
  return { ss[0].str(), ss[1].str() };
}
static int CompileShader(unsigned int type, const std::string& Source) {
  unsigned int id = glCreateShader(type);
  const char* src = Source.c_str();
  glShaderSource(id, 1, &src, nullptr);
  glCompileShader(id);
  int result;
  glGetShaderiv(id, GL_COMPILE_STATUS, &result);
  if (result == GL_FALSE) {
      int length;
      glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
      char* message = (char*)alloca(length * sizeof(char));
      glGetShaderInfoLog(id, length, &length, message);
      std::cout << message ;
      return 0;
  }
  return id;
}
static unsigned int CreateShader(const std::string& Vertexshader, const std::string& Fragmentshader) 
{
  unsigned int program = glCreateProgram();
  unsigned int vertex = CompileShader(GL_VERTEX_SHADER, Vertexshader);
  unsigned int fragment = CompileShader(GL_FRAGMENT_SHADER, Fragmentshader);
  glAttachShader(program, vertex);
  glAttachShader(program, fragment);
  glLinkProgram(program);
  glValidateProgram(program);
  return program;
}
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);
  if (GLEW_OK == glewInit())
  {
  }
  float vertices[6] = {
      -0.5, -0.5,
      0.0, 0.5,
      0.5, 0.5
  };
  unsigned int buffer1;
  glGenBuffers(1, &buffer1);
  glBindBuffer(GL_ARRAY_BUFFER, buffer1);
  glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), vertices, GL_STATIC_DRAW);
  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  glEnableVertexAttribArray(0);
  Shaderprogramsource source = Parseshader("res/shaders/Basic.Shader");
  unsigned int shader = CreateShader(source.VertexSouce, source.FragmentSource);
  glUseProgram(shader);
  /* Loop until the user closes the window */
  while (!glfwWindowShouldClose(window))
  {
      /* Render here */
      glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT);
      glUseProgram(shader);
      glDrawArrays(GL_TRIANGLES, 0, 3);
      /* Swap front and back buffers */
      glfwSwapBuffers(window);
      /* Poll for and process events */
      glfwPollEvents();
  }
  glDeleteProgram(shader);
  glfwTerminate();
  return 0;
}
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