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Thread: another interesting GLEW error

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  1. #1
    Junior Member Newbie
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    another interesting GLEW error

    Hello guys,

    I have been having this error for several weeks now and have not found solution. I recompiled glew sources, added everything to correct folders and I am still getting this error:

    The procedure entry point __glewBindVertexArray could not be located in the dynamic link library glew32.dll

    Anyone ever had same problem ? Do you know what the solution might be?

    Thanks a lot for your answers.

    Btw my device is: Nvidia GT 240GM (OGL ver 3.30)

  2. #2
    Member Regular Contributor
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    Re: another interesting GLEW error

    You need to give more precise information. Do you have a minimal code that demonstrates the problem? What exactly is the link error? Or is this a runtime error? What compiler?

  3. #3
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    Re: another interesting GLEW error

    This code runs OK in another PC and wherever I call glBindVertexArray or glGenVertexArrays program fails. It is a runtime error(or at least error shows up on start and program immediately crashes after clicking OK button), since I use MS visual studio 2010 ultimate it is their default compiler.

    Could file glew32.dll be corrupted somehow?

  4. #4
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    Re: another interesting GLEW error

    I doubt glew32.dll is corrupted. Your clues actually sound like your openGL drivers may not be what you expect.

    Since you compile glew ... run "glewinfo.exe" and if I remember correctly on windows this will create a glewinfo.txt file.

    What does the top few lines say
    Code :
    GLEW version 1.6.0
    Reporting capabilities of display :0, visual 0x2b
    Running on a GeForce GTX 465/PCI/SSE2 from NVIDIA Corporation
    OpenGL version 4.2.0 NVIDIA 290.10 is supported

    Also look for lines with glBindVertexArray and glGenVertexArrays.
    Confirm it says "OK". if it says "missing" then you have a driver problem
    Code :
    GL_ARB_vertex_array_object:                                    OK 
    ---------------------------
      glBindVertexArray:                                           OK
      glDeleteVertexArrays:                                        OK
      glGenVertexArrays:                                           OK
      glIsVertexArray:                                             OK

    Post this information and that might help debug your problem.

    One other thing to try, add just before initializing with glewInit
    Code :
    glewExperimental = GL_TRUE;
    glewInit();

  5. #5
    Junior Member Newbie
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    Re: another interesting GLEW error

    Thanks for your effort

    ---------------------------
    GLEW Extension Info
    ---------------------------

    GLEW version 1.7.0
    Reporting capabilities of pixelformat 1
    Running on a GeForce GT 240M/PCI/SSE2 from NVIDIA Corporation
    OpenGL version 3.3.0 is supported

    GL_ARB_vertex_array_object: OK
    ---------------------------
    glBindVertexArray: OK
    glDeleteVertexArrays: OK
    glGenVertexArrays: OK
    glIsVertexArray: OK


    Ok so this is what it spitted out. Everything seems to be normal. I also tried glewExperimental = GL_TRUE; and still nothing

  6. #6
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    Re: another interesting GLEW error

    This result suggests that glew32.dll is not the problem. How are you getting GL contextx? Using freeglut/sdl/other?

    Are you absolutely certain that you are calling glewInit _before_ calling glBindVertexArray and glGenVertexArrays? Sometimes possible mistake. These will be NULL pointers until glewInit() is called.

    Some more piece of information, can you report back what the following says if place in your code just after glewInit()
    Code :
    printf("OpenGL %s, GLSL %s\n", 
                     glGetString(GL_VERSION),
                     glGetString(GL_SHADING_LANGUAGE_VERSION));
     
    if (glBindVertexArray==NULL) {printf("glBindVertexArray==NULL\n"); exit(-1);};
    if (glGenVertexArrays==NULL) {printf("glGenVertexArrays==NULL\n"); exit(-2);};
    something like following should be reported?
    OpenGL 4.1.0 NVIDIA 290.10, GLSL 4.10 NVIDIA via Cg compiler

    You may want to temporarily put these above if-tests just before any call to glBindVertexArray and glGenVertexArrays as a definitive test. This is not something needed in normal practice but just a useful debug tool now.

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