Hello,
I’m trying to run my opengl app on other computers. Everything runs ok on my PC, however when I tried it elsewhere, glBindFramebuffer causes app to not respond. Here’s full source code:
// setting opengl attributes for SDL
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
// inti sdl
if(SDL_Init(SDL_INIT_EVERYTHING) < 0) {
return false;
}
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
// create windows
if((screen = SDL_CreateWindow("Color Wars", 100, 100, 1024, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN)) == NULL) {
return false;
}
// opengl context
if ((gl_context = SDL_GL_CreateContext(screen)) == NULL)
{
return false;
}
SDL_GL_SetSwapInterval(1);
// return false;
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
return false;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
When I delete last line, everything works. Does anyone have a clue what’s happing? Thank you for your help in advance.