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社区首页 >问答首页 >glGenVertexArrays( 1,&vao )的分段故障;

glGenVertexArrays( 1,&vao )的分段故障;
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Stack Overflow用户
提问于 2011-11-29 05:32:24
回答 2查看 24K关注 0票数 53

我的gdb回溯给出了:

代码语言:javascript
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(gdb) backtrace
#0  0x00000000 in ?? ()
#1  0x0804a211 in init () at example1.cpp:147
#2  0x0804a6bc in main (argc=1, argv=0xbffff3d4) at example1.cpp:283

信息量不是很大。Eclipse调试器至少让我看到它停在下面的第3行:

代码语言:javascript
复制
// Create a vertex array object
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );

这是在gl编程中非常常见的代码块,我甚至可以毫无问题地用相同的代码块运行其他代码。所以我很困惑。

运行make生成输出:

代码语言:javascript
复制
g++ -g -DFREEGLUT_STATIC -DGLEW_STATIC -I../../include example1.cpp ../../Commo/InitShader.o  -L/usr/lib/mesa -lGLEW -lglut -lGL -lX11  -lm  -o example1

包含问题的程序:

代码语言:javascript
复制
// rotating cube with two texture objects
// change textures with 1 and 2 keys

#include "Angel.h"

const int  NumTriangles = 12; // (6 faces)(2 triangles/face)
const int  NumVertices  = 3 * NumTriangles;
const int  TextureSize  = 64;

typedef Angel::vec4 point4;
typedef Angel::vec4 color4;

// Texture objects and storage for texture image
GLuint textures[2];

GLubyte image[TextureSize][TextureSize][3];
GLubyte image2[TextureSize][TextureSize][3];

// Vertex data arrays
point4  points[NumVertices];
color4  quad_colors[NumVertices];
vec2    tex_coords[NumVertices];

// Array of rotation angles (in degrees) for each coordinate axis
enum { Xaxis = 0, Yaxis = 1, Zaxis = 2, NumAxes = 3 };
int      Axis = Xaxis;
GLfloat  Theta[NumAxes] = { 0.0, 0.0, 0.0 };
GLuint   theta;

//----------------------------------------------------------------------------
int Index = 0;
void quad( int a, int b, int c, int d )
{
    point4 vertices[8] = {
        point4( -0.5, -0.5,  0.5, 1.0 ),
        point4( -0.5,  0.5,  0.5, 1.0 ),
        point4(  0.5,  0.5,  0.5, 1.0 ),
        point4(  0.5, -0.5,  0.5, 1.0 ),
        point4( -0.5, -0.5, -0.5, 1.0 ),
        point4( -0.5,  0.5, -0.5, 1.0 ),
        point4(  0.5,  0.5, -0.5, 1.0 ),
        point4(  0.5, -0.5, -0.5, 1.0 )
    };

    color4 colors[8] = {
        color4( 0.0, 0.0, 0.0, 1.0 ),  // black
        color4( 1.0, 0.0, 0.0, 1.0 ),  // red
        color4( 1.0, 1.0, 0.0, 1.0 ),  // yellow
        color4( 0.0, 1.0, 0.0, 1.0 ),  // green
        color4( 0.0, 0.0, 1.0, 1.0 ),  // blue
        color4( 1.0, 0.0, 1.0, 1.0 ),  // magenta
        color4( 0.0, 1.0, 1.0, 1.0 ),  // white
        color4( 1.0, 1.0, 1.0, 1.0 )   // cyan
    };

    quad_colors[Index] = colors[a];
    points[Index] = vertices[a];
    tex_coords[Index] = vec2( 0.0, 0.0 );
    Index++;

    quad_colors[Index] = colors[a];
    points[Index] = vertices[b];
    tex_coords[Index] = vec2( 0.0, 1.0 );
    Index++;

    quad_colors[Index] = colors[a];
    points[Index] = vertices[c];
    tex_coords[Index] = vec2( 1.0, 1.0 );
    Index++;

    quad_colors[Index] = colors[a];
    points[Index] = vertices[a];
    tex_coords[Index] = vec2( 0.0, 0.0 );
    Index++;

    quad_colors[Index] = colors[a];
    points[Index] = vertices[c];
    tex_coords[Index] = vec2( 1.0, 1.0 );
    Index++;

    quad_colors[Index] = colors[a];
    points[Index] = vertices[d];
    tex_coords[Index] = vec2( 1.0, 0.0 );
    Index++;
}

//----------------------------------------------------------------------------
void colorcube()
{
    quad( 1, 0, 3, 2 );
    quad( 2, 3, 7, 6 );
    quad( 3, 0, 4, 7 );
    quad( 6, 5, 1, 2 );
    quad( 4, 5, 6, 7 );
    quad( 5, 4, 0, 1 );
}

//----------------------------------------------------------------------------
void init()
{
    colorcube();

    // Create a checkerboard pattern
    for ( int i = 0; i < 64; i++ ) {
        for ( int j = 0; j < 64; j++ ) {
            GLubyte c = (((i & 0x8) == 0) ^ ((j & 0x8)  == 0)) * 255;
            image[i][j][0]  = c;
            image[i][j][1]  = c;
            image[i][j][2]  = c;
            image2[i][j][0] = c;
            image2[i][j][1] = 0;
            image2[i][j][2] = c;
        }
    }

    // Initialize texture objects
    glGenTextures( 2, textures );

    glBindTexture( GL_TEXTURE_2D, textures[0] );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, TextureSize, TextureSize, 0,
        GL_RGB, GL_UNSIGNED_BYTE, image );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );

    glBindTexture( GL_TEXTURE_2D, textures[1] );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, TextureSize, TextureSize, 0,
        GL_RGB, GL_UNSIGNED_BYTE, image2 );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );

    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, textures[0] );

    // Create a vertex array object
    GLuint vao;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );

    // Create and initialize a buffer object
    GLuint buffer;
    glGenBuffers( 1, &buffer );
    glBindBuffer( GL_ARRAY_BUFFER, buffer );
    glBufferData( GL_ARRAY_BUFFER,
        sizeof(points) + sizeof(quad_colors) + sizeof(tex_coords),
        NULL, GL_STATIC_DRAW );

    // Specify an offset to keep track of where we're placing data in our
    //   vertex array buffer.  We'll use the same technique when we
    //   associate the offsets with vertex attribute pointers.
    GLintptr offset = 0;
    glBufferSubData( GL_ARRAY_BUFFER, offset, sizeof(points), points );
    offset += sizeof(points);

    glBufferSubData( GL_ARRAY_BUFFER, offset,
        sizeof(quad_colors), quad_colors );
    offset += sizeof(quad_colors);

    glBufferSubData( GL_ARRAY_BUFFER, offset, sizeof(tex_coords), tex_coords );

    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader71.glsl", "fshader71.glsl" );
    glUseProgram( program );

    // set up vertex arrays
    offset = 0;
    GLuint vPosition = glGetAttribLocation( program, "vPosition" );
    glEnableVertexAttribArray( vPosition );
    glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0,
        BUFFER_OFFSET(offset) );
    offset += sizeof(points);

    GLuint vColor = glGetAttribLocation( program, "vColor" ); 
    glEnableVertexAttribArray( vColor );
    glVertexAttribPointer( vColor, 4, GL_FLOAT, GL_FALSE, 0,
        BUFFER_OFFSET(offset) );
    offset += sizeof(quad_colors);

    GLuint vTexCoord = glGetAttribLocation( program, "vTexCoord" );
    glEnableVertexAttribArray( vTexCoord );
    glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0,
        BUFFER_OFFSET(offset) );

    // Set the value of the fragment shader texture sampler variable
    //   ("texture") to the the appropriate texture unit. In this case,
    //   zero, for GL_TEXTURE0 which was previously set by calling
    //   glActiveTexture().
    glUniform1i( glGetUniformLocation(program, "texture"), 0 );

    theta = glGetUniformLocation( program, "theta" );

    glEnable( GL_DEPTH_TEST );

    glClearColor( 1.0, 1.0, 1.0, 1.0 );
}

void display( void )
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glUniform3fv( theta, 1, Theta );

    glDrawArrays( GL_TRIANGLES, 0, NumVertices );

    glutSwapBuffers();
}

//----------------------------------------------------------------------------
void mouse( int button, int state, int x, int y )
{
    if ( state == GLUT_DOWN ) {
        switch( button ) {
        case GLUT_LEFT_BUTTON:    Axis = Xaxis;  break;
        case GLUT_MIDDLE_BUTTON:  Axis = Yaxis;  break;
        case GLUT_RIGHT_BUTTON:   Axis = Zaxis;  break;
        }
    }
}

//----------------------------------------------------------------------------
void idle( void )
{
    Theta[Axis] += 0.01;

    if ( Theta[Axis] > 360.0 ) {
        Theta[Axis] -= 360.0;
    }

    glutPostRedisplay();
}

//----------------------------------------------------------------------------
void keyboard( unsigned char key, int mousex, int mousey )
{
    switch( key ) {
    case 033: // Escape Key
    case 'q': case 'Q':
        exit( EXIT_SUCCESS );
        break;
    case '1':
        glBindTexture( GL_TEXTURE_2D, textures[0] );
        break;

    case '2':
        glBindTexture( GL_TEXTURE_2D, textures[1] );
        break;
    }

    glutPostRedisplay();
}

//----------------------------------------------------------------------------
int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
    glutInitWindowSize( 512, 512 );
    glutInitContextVersion( 3, 2 );
    glutInitContextProfile( GLUT_CORE_PROFILE );
    glutCreateWindow( "Color Cube" );

    glewInit();

    init();

    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );
    glutMouseFunc( mouse );
    glutIdleFunc( idle );

    glutMainLoop();
    return 0;
}
EN

回答 2

Stack Overflow用户

发布于 2011-11-29 06:16:06

您是否尝试过在具有不同显卡的其他系统上进行测试?如果您的代码符合OpenGL规范,并且它在使用有效参数正确调用的函数中神秘地崩溃,则很可能是驱动程序错误。如果这是一个驱动程序错误,你就会减少猜测,进行鸟枪式的改变,并逐渐建立起一种健康的愤怒,因为一个拥有数十亿美元的大公司为一个显卡驱动程序提供了绝对垃圾的借口。祝好运!

票数 0
EN

Stack Overflow用户

发布于 2012-12-20 02:19:29

例如,Ubuntu10.04附带了Glew1.50,如果没有glewExperimental标志,glGenVertexArrays将无法工作。所以它依赖于glew版本

票数 0
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/8302625

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