Curiously glxinfo and fglrxinfo both run, but segfault when they are done. Here’s the fglrxinfo (because its shorter)
[markj@localhost src]$ fglrxinfo
display: :0.0 screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon X1200 Series
OpenGL version string: 2.1.7659 Release
Thanks for the replies. As I’m new to OpenGL programming, there are a few things I don’t understand and wish to clarify.
“I think you need a valid context though.”
Do you mean there are some calls needed to set up the environment for glGenFramebuffersEX? Can you post links of some examples of setting up/checking the context?
Are these the routines that help set up the context? Can you post their names?
“strstr provided a useful sanity check.”
Thanks for the tip.
“Even if it crashes, it’s better to crash at the root of the problem and in your application code.”
I’m assuming I need to use the C++ function strstr to verify some value returned by the context set up. Am I right? I’m also assuming, if strstr fails then that points to the root of my problem. Am I right?
No. If I comment out the calls to glGenFramebuffersEXT and glBindFramebufferEXT then it segfaults at glFramebufferTexture2DEXT
// create a framebuffer object
//glGenFramebuffersEXT(1, &fboId);
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
// Instruct openGL that we won't bind a color texture with the currently binded FBO
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
// attach the texture to FBO depth attachment point
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, depthTextureId, 0);