[Solved]Bootstrapping the OpenGL3 Renderer crashes my existing rendering code
Posted: Thu Aug 20, 2015 20:21
I've recently started using CEGUI, and I've managed to get a button rendering properly. Except, when I stopped testing CEGUI's rendering code, and reenabled my own, I got a null access in nvoglv32.dll, which I believe is the graphics driver for my card, an Nvidia GTX 750. Using gDEbugger, I figured out that it was crashing on my call to glDrawElementsBaseVertex. I also saw that various calls in the CEGUI renderer were creating GL_INVALID_OPERATION errors. I tried commenting out my call to render the GUI, and it still crashed. Finally, I commented out all the CEGUI related code, and then, my existing code started working again. All these signs point to some kind of interference between CEGUI's renderer and mine in the state machine, but finding the culprit seems difficult, what with the million and six OpenGL variables involved. And, while researching this issue, I read that CEGUI's renderer saves and restores GL state anyway. I'm really have no idea what's going on, and have no idea how to proceed. Has anyone else experienced this issue?
My renderer code is here:
IndexedRenderer.h
IndexedRenderer.cpp
The rest of it is also in the repo.
CEGUI.log
I am on x86, Windows 10, and using .dlls, which I think means linking dynamically, I'm not the best at this kind of thing.
My renderer code is here:
IndexedRenderer.h
IndexedRenderer.cpp
The rest of it is also in the repo.
CEGUI.log
I am on x86, Windows 10, and using .dlls, which I think means linking dynamically, I'm not the best at this kind of thing.