I am having trouble trouble trying to execute my openGL program and I think it has something to do with GLEW or GLUT. When I try to execute my program, a window appears for half a second, then closes and I get a segmentation error:( Some one please help me outt.
#include “main.h” //g++ main.cpp -lGLEW -lGL -lglfw -lGLU -lglut -o triangle
#define BUFFER_OFFSET(offset) ((void *)(offset))
using namespace std;
enum VAO_IDs {Triangles, NumVAOs};
enum Buffer_IDs {ArrayBuffer, NumBuffers};
enum Attrib_IDs {vPosition = 0};
GLuint VAOs[NumVAOs];
GLuint Buffers[NumBuffers];
const GLuint NumVertices = 6;
//assigning vertex data to buffer objects and preparing to send to
void init() //Vertex Shaders.
{
glGenVertexArrays(NumVAOs, VAOs);
glBindVertexArray(VAOs[Triangles]);
GLfloat vertices [NumVertices] [2] =
{
{ -0.90, -0.90 }, //Triangle 1
{ 0.85, -0.90 },
{ -0.90, 0.85 },
{ 0.90, -0.85 }, //Triangle 2
{ 0.90, 0.90 },
{ -0.85, 0.90 }
};
glGenBuffers(NumBuffers, Buffers);
glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
ShaderInfo shaders[] =
{
{ GL_VERTEX_SHADER, "triangles.vert"},
{ GL_FRAGMENT_SHADER, "triangle.frag"},
{ GL_NONE, NULL}
};
glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(vPosition );
}
void display()
{
glClearColor(1,0,1,0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAOs[Triangles]); //?
glDrawArrays(GL_TRIANGLES, 0, NumVertices);
glFlush();
}
int main(int argc, char** argv)
{
const int width = 400, height = 400;
glutInit(&argc, argv);
glutInitWindowSize(width, height);
glutInitDisplayMode(GLUT_RGBA);
glutInitContextVersion(3, 3);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
My shaders…
triangle.frag:
#version 330 core
out vec4 fcolor;
void main()
{
fcolor = vec4(0.0, 0.0, 1.0, 1.0);
}
triangle.vert:
#version 330 core
layout(location = 0) in vec4 vPostion;
void main()
{
gl_Position = vPosition;
}