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ViolentHamster
05-20-2008, 01:56 PM
Howdy,

I moved some OpenGL calls from my rendering code to my initialization code (so I can preload stuff to the card). However, the app now seg faults in libGL even with basic glVertex calls. I think I'm initializing the rendering context and the window correctly. Is there anything else that might be responsible for the seg fault?

Thanks!

-NiCo-
05-20-2008, 02:10 PM
You have to make sure that you initialized both the OpenGL context and glew/glee or whatever extension wrangler you're using.

ViolentHamster
05-21-2008, 09:56 AM
I think I figured it out. I called glEnableVertexAttribArray, but I removed the call to glVertexAttribPointer. Apparently that does very bad things in the driver without returning an error.