i use the newest drivers from nvidia’s homepage for xp/2k, i run 2k and i have a geforce2mx.
i downloaded the demo from nvidia (http://developer.nvidia.com/view.asp?IO=ogl_rtt) and it runs.
i have a lot of extensions and gl1.3.1 as you can see in my logfile: http://tyrannen.starcraft3d.net/logfile.html
i use, as nvidia does, the glh-headerfiles, namely glh/glh_extensions to initialise them.
as you can see, i can’t initialise all my extensions cause i dont have code for all of them, but the ones i need are there. no error for them (you see the checks for the needed extensions after the full list…)
i create a pbuffer with the code of the demo from nvidia and i get no errors, so it is valid (how to check if the pbuffer is ok btw? there are some query-funcs i think…)
i create my texture. and guess what? no errors
i have only one problem: when i try to bind my pbuffer or release it from the texture, i get a crash. no error, but a simple plain application crash:
NVOpenGLPbuffer: Project 0001.exe - Fehler in Anwendung
Die Anweisung in “0x695ee9d0” verweist auf Speicher in “0x00000060”. Der Vorgang
“read” konnte nicht auf dem Speicher durchgeführt werden.
Klicken Sie auf “OK”, um das Programm zu beenden.
Klicken Sie auf “Abbrechen”, um das Programm zu debuggen.OK Abbrechen
(its in german, but i think you know it )
if you want to try it yourself. here: http://tyrannen.starcraft3d.net/Release.zip
and these are my two functions:
bool RenderTarget::BeginPaint() {
glBindTexture(GL_TEXTURE_2D,m_textureID);
// NEXT LINE CRASHES
wglReleaseTexImageARB(m_hpbuffer,WGL_FRONT_LEFT_ARB);wglMakeCurrent(m_hdc,m_hglrc);
return true;
}bool RenderTarget::FinishPaint() {
Acc gl;
glFlush();
gl->MakeCurrent();
// THIS ONE CRASHES AS WELL
wglBindTexImageARB(m_hpbuffer,WGL_FRONT_LEFT_ARB);
return true;
}
now the big joke is. i can call these functions! if i call them with wglBindTexImageARB(0,0) this works well, at least, no crashes…
but there the crash occurs…
if you need the whole source to play around, i can send it… i’ve uploaded the RenderTarget.cpp as well: http://tyrannen.starcraft3d.net/RenderTarget.cpp
and yes, i removed lot of the errorchecking from nvidia and re-arranged most of it, but i primary used nvidias code and got the same problem, nothing changed so far…
i’m working on this now since about 8 hours and i’m really tired of this bug…