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Re: gl debugging help requested

On Fri, 2007-06-29 at 10:14 +0200, Hans de Goede wrote:

> I've seen many glGenTextures crashes in games I've packaged, esp. on 64 bit. 
> Usually the problem is that glGenTextures gets called before a glContext has 
> been created. All proprietary GL implementations are fine with this, but Mesa 
> will crash, esp on 64 bit (but I've seen this on 32 bit too).
> Let me know if you need more help.

The code in question looks like this:

      unsigned char* data = read_png_file (m_file_name);

      GLuint texture_id;
      glGenTextures (1, &texture_id);
      glBindTexture (GL_TEXTURE_2D, texture_id);
      set_gl_parameters (data, smooth, mip_map, texture_wrap);
      m_texture_name = texture_id;
      delete [] data;
      ms_image_cache [m_file_name] =
        Cached_Image (m_texture_name, m_width_pixels, m_height_pixels);

All of the reference code I could find on google seemed to be similar,
declare the GLuint variable, then initialize it with glGenTextures.

Is there something obviously wrong here?

Any help is appreciated,


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