本文介绍了glCreateShader崩溃的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我应该有GLEW的最新版本,并转运蛋白,使不应该成为问题。一切都应该联系在一起的,我使用MS Visual Studio 2010中。
我的程序编译,但是当我到达glCreateShader(GL_FRAGMENT_SHADER)它显示一个错误:0000005:访问冲突
我的程序:
的#include< GL \\ glew.h>
#包括LT&; GL \\ glut.h>
#包括LT&;&stdio.h中GT;
#包括LT&;&stdlib.h中GT;GLuint方案;静态的char * readShaderSource(为const char * shaderFile)
{
FILE * FP = FOPEN(shaderFile,R);
字符* BUF;
长尺寸; 如果(FP == NULL)返回NULL;
fseek的(FP,0L,SEEK_END); //去结束
大小= FTELL(FP); //获取大小
fseek的(FP,0L,SEEK_SET); //去开始时 BUF =(字符*)malloc的((大小+1)* sizeof的(炭));
的fread(BUF,1,尺寸,FP);
BUF [大小] = NULL;
FCLOSE(FP);
返回BUF;
}静态无效initShader(常量GLchar * fsFile)
{
闪烁状态;
GLchar * FSOURCE;
GLuint fShader;
GLuint fShader2; //读取文件
FSOURCE = readShaderSource(fsFile);
如果(FSOURCE == NULL)
{
的printf(无法加载文件);
出口(EXIT_FAILURE);
} //创建计划和Shader对象
fShader2 = glCreateShader(GL_VERTEX_SHADER);
fShader = glCreateShader(GL_FRAGMENT_SHADER);
程序= glCreateProgram(); //附加着色器程序
glAttachShader(程序,fShader); //读取着色器
glShaderSource(fShader,1,(常量GLchar **)及FSOURCE,NULL); //编译片段着色器
glCompileShader(fShader); //错误检查
glGetShaderiv(fShader,GL_COMPILE_STATUS,&安培;状态);
如果(状态== GL_FALSE)
{
的printf(无法编译片段着色器。);
出口(EXIT_FAILURE);
} //链接和错误检查
glLinkProgram(程序);
glGetProgramiv(程序,GL_LINK_STATUS,&安培;状态);
如果(状态== GL_FALSE)
{
的printf(程序错误);
出口(EXIT_FAILURE);
} //使用程序对象
glUseProgram(程序); //设置统一的参数
//跳过现在
}INT主(INT ARGC,字符** argv的)
{
glutInit(安培; ARGC,ARGV);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow(黑客帝国分形);
glClearColor(1.0,1.0,1.0,1.0);
gluOrtho2D(0.0,0.0,(GLfloat)500,(GLfloat)500); glutDisplayFunc(平局);
glutReshapeFunc(重塑); initShader(fsFractal.glsl); glutMainLoop();
}
解决方案
您必须初始化之前GLEW你可以使用它:
GLenum ERR = glewInit();
I should have the newest version of Glew and Glut so that shouldn't be the problem. Everything should be linked, and I'm using MS visual studio 2010.My program compiles but when I get to glCreateShader(GL_FRAGMENT_SHADER) it show an error: "0xC0000005: Access violation."
my program:
#include <GL\glew.h>
#include <GL\glut.h>
#include <stdio.h>
#include <stdlib.h>
GLuint program;
static char* readShaderSource(const char * shaderFile)
{
FILE* fp = fopen(shaderFile, "r");
char* buf;
long size;
if (fp == NULL) return NULL;
fseek(fp, 0L, SEEK_END);//go to end
size = ftell(fp); //get size
fseek(fp, 0L, SEEK_SET);//go to begining
buf = (char*) malloc((size +1) * sizeof(char));
fread(buf, 1, size, fp);
buf[size] = NULL;
fclose(fp);
return buf;
}
static void initShader(const GLchar * fsFile)
{
GLint status;
GLchar * fSource;
GLuint fShader;
GLuint fShader2;
//read file
fSource = readShaderSource(fsFile);
if (fSource == NULL)
{
printf("Fail to load file");
exit(EXIT_FAILURE);
}
//Create program and shader object
fShader2 = glCreateShader(GL_VERTEX_SHADER);
fShader = glCreateShader(GL_FRAGMENT_SHADER);
program = glCreateProgram();
//Attach shaders to program
glAttachShader(program, fShader);
//read shaders
glShaderSource(fShader, 1, (const GLchar**) &fSource, NULL);
//compile fragment shader
glCompileShader(fShader);
//error check
glGetShaderiv(fShader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
printf("Failed to compile the fragment shader.");
exit(EXIT_FAILURE);
}
//link and error check
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
printf("program error");
exit(EXIT_FAILURE);
}
//use program object
glUseProgram(program);
//set up uniform parameter
//skipped for now
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow("Matrix Fractal");
glClearColor(1.0, 1.0, 1.0, 1.0);
gluOrtho2D(0.0,0.0,(GLfloat) 500, (GLfloat) 500);
glutDisplayFunc(draw);
glutReshapeFunc(reshape);
initShader("fsFractal.glsl");
glutMainLoop();
}
解决方案
You have to initialize GLEW before you can use it:
GLenum err = glewInit();
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