Hello forum,
The application that I am trying to develop is crashing at the point glDrawArrays(…) . The snippet is as follows:
void Hilbert2DScene::render()
{
if(!mInitialized)
return;
/*
* Bind the vertex array object and vertex buffer object
* */
glBindVertexArray(mVaoID);
/*
* Now bind it to the context using the GL_ARRAY_BUFFER binding point
* */
glBindBuffer(GL_ARRAY_BUFFER,mVboVerticesID);
mShader->Use();
GL_CHECK_ERRORS;
//allocate the buffer if the buffer is not allocated yet
if(!mIsBufferAllocated)
{
//ALLOCATE THE BUFFER HERE
unityCube(mIteration,mDim);
//specify the amount of storage we want to use for the buffer
glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) * mVertices.size(),&mVertices[0],GL_STATIC_DRAW);
mIsBufferAllocated = true;
mShowPoints = getNumberOfPointsForIteration(mIteration,mDim);
}
if(mClearBackground)
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
static const GLfloat color[] = {0.0f,0.0f,0.0f,1.0f};
static const GLfloat depth = 1.0f;
glClearBufferfv(GL_COLOR,0,color);
glClearBufferfv(GL_DEPTH,0,&depth);
//draw stuff
//transfer the scene along the z-axis
glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0.0f,0.0f,mDist));
//the rotation matrix along X concatenated with the translation matrix
glm::mat4 Rx = glm::rotate(T, glm::radians(static_cast<float>(mRX)),glm::vec3(1.0f,0.0f,0.0f));
//rotation matrix along Y is concatenated with the rotation matrix along X
glm::mat4 MV = glm::rotate(Rx,glm::radians(static_cast<float>(mRY)),glm::vec3(0.0f,1.0f,0.0f));
mModelViewMatrix = mProjectionMatrix * MV;
glEnableVertexAttribArray((GLuint)0);
glUniformMatrix4fv(mShader->getUniform("MVP"),1,GL_FALSE,glm::value_ptr(mModelViewMatrix));
if(mShowPoints < getNumberOfPointsForIteration(mIteration,mDim))
++mShowPoints;
glDrawArrays(GL_LINE_STRIP,0,mShowPoints);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
GL_CHECK_ERRORS;
mShader->UnUse();
}
I tried with gdb debugger and the backtrace leaves with nothing other than “??” . I am not sure where to start with . Some hint from the forum is eagerly awaited …
Thanks