View Full Version : GPF in wglMakeCurrent()

06-12-2000, 07:35 PM
Hi folks. I'm brand-spanking new to OpenGL, trying to gauge difficulty level. The suits want something "whiz-bang" on the splash screen. http://www.opengl.org/discussion_boards/ubb/rolleyes.gif

I dl'ed NeHe's tutorial #1 ( http://nehe.gamedev.net/tutorials/lesson01.htm ) and ran the code in Visual Studio - it GPFs in DCIMAN32.DLL on the wglMakeCurrent() call. It's pretty ugly, I get the old school 16-bit warning of errors and unstability then the 32-bit GPF notification. If I'm running from within VS it locks the entire system, forcing a reboot. Is there a common problem that I'm running into?

I'm running Win95 OSR2.5, IE5, VS6SP3, with a Diamond Viper Ultra TNT2.

And since I'm posting, I'll ask opinions too - is OpenGL worth the trouble for "whiz-bang-ness" on a splash screen? I want something simple that I can do in a few days, adding as few new redistributable requirements as necessary. (my reason for looking into OpenGL before DirectDraw) Am I on the right track, or am I smoking crack?

[This message has been edited by JJ (edited 06-12-2000).]

El Jefe
06-13-2000, 06:35 AM
Could it be that GL doesn't work so hot under Win95??

06-13-2000, 08:13 AM
Be certain your making current a valid DC. That seems to be where your problem is.


06-13-2000, 09:15 AM
I've checked both the device context and the rendering context immideately before the call to wglMakeCurrent(). Neither are NULL, and both contain the values returned from GetDC() and wglCreateContext(), respectively.

06-13-2000, 02:17 PM
Well, I've crashed upon GL initialization before and it was due to an incompatible window style. Don't know if this your problem, but you might want to check that.