[HOpenGL] draw Elements segmentation fault.
Balazs Komuves
bkomuves at gmail.com
Fri Nov 19 07:26:07 EST 2010
Hi,
Still guessing (I can't try your code at the moment), but it seems that you
want to use vertex arrays, however you set up the vertex *attribute* array
pointer, which are two different things. Vertex attributes are arbitrary
parameters associated with vertices, to be used by vertex shaders.
Balazs
On Fri, Nov 19, 2010 at 3:38 AM, Ben Christy <ben.christy at gmail.com> wrote:
> Ok I stripped this down to the barest form and I still get segmentation
> faults here is the code. I am at a loss as this seems to be identical to C
> code posted in examples all over the web. Any thoughts?
>
> main = do
> (progname, _) ← getArgsAndInitialize
> createWindow "Ben Christy Assignment 2"
> windowSize $= Size 800 600
> matrixMode $= Projection
> loadIdentity
> depthFunc $= Just Less
> viewport $= (Position 0 0, Size 800 600)
> perspective 60 1.333 1 120
> changesRef ← newIORef Map.empty
> --sceneRef ← newIORef buildSSG
> sceneRef ← newIORef (SimpleRootNode "HomeWork3" [
> TransformNode "camera" (Rotate 0 90 0) (Translate 0 0 (-1))
> [
> TransformNode "ground" (Rotate 0 0 0) (Translate (-4) (-1.5)
> (-4))
> [
> ModelNode "groundModel" (Just (buildModel ModernGL
> (heightMapToVerts(genHeightMap 2 1 1.6 1.2 1.7) 0.1 0 3)
> (0,0,0) (buildShader
> defaultVertexShader defaultFragmentShader)))
> ]
> ]
> ])
> --pollsRot ← newIORef 0
> --evenState ← newIORef BackAgain
> --evenPos ← newIORef 0.25
> --oddState ← newIORef There
> --oddPos ← newIORef 0.15
> --balloonNumSteps ← newIORef 100
> reshapeCallback $= Just reshape
> displayCallback $= (displayScene sceneRef changesRef )
> --addTimerCallback 10 (animate sceneRef pollsRot changesRef evenState
> evenPos oddState oddPos)
> --keyboardMouseCallback $= Just (handleInput sceneRef changesRef)
> mainLoop
>
> displayScene sceneRef changesRef= do
> --changes ← readIORef changesRef
> --oldSceneGraph ← readIORef sceneRef
> --sceneGraph ← return $ updateSceneGraph changes oldSceneGraph
> --render identityMatrix sceneGraph
> --writeIORef changesRef Map.empty
> --writeIORef sceneRef sceneGraph
> clear [ColorBuffer, DepthBuffer]
> lighting $= Enabled
> light (Light 0) $= Enabled
> matrixMode $= Modelview 0
> loadIdentity
> [vbo] ← genObjectNames 1 :: IO [BufferObject]
> bindBuffer ArrayBuffer $= Just vbo
> tempArray ← newListArray (0, 8) [0,0,0,0,0.5,0,0.5,0.5,0.5] ::
> IO(StorableArray Int GLfloat)
> withStorableArray tempArray (λptr ->
> bufferData ArrayBuffer $= ((fromIntegral (9*4), ptr, StaticDraw)))
> print " Setting attrib pointer"
> vertexAttribArray (AttribLocation 1) $= Enabled
> GLRaw.glVertexAttribPointer 1 3 GLRaw.gl_FLOAT 0 0 (plusPtr nullPtr (0))
> clientState VertexArray $= Enabled
> print "before draw"
> drawArrays Triangles 0 3
> print "after draw"
> --resetAttribPtr program
> bindBuffer ArrayBuffer $= Nothing
> clientState VertexArray $= Disabled
> return ()
>
> reshape (Size w h) = do
> print "resize"
> matrixMode $= Projection
> loadIdentity
> depthFunc $= Just Less
> viewport $= (Position 0 0, Size w h)
> perspective 60 1.333 0.01 120
> matrixMode $= Modelview 0
> loadIdentity
> postRedisplay Nothing
>
>
> On Thu, Nov 18, 2010 at 10:37 AM, Ben Christy <ben.christy at gmail.com>wrote:
>
>> I have tried
>> drawElements Triangles (fromIntegral 1) UnsignedInt
>> nullPtr--(fromIntegral count)
>>
>> Test.withArray [ (i) | i<-[0..count-1] ] $ \p -> drawElements Points10
>> UnsignedInt p
>>
>> drawArrays Points 1 10
>>
>> All three of which cause a segmentation thought. I am kind of at a loss,
>> is it possible that the buffers are empty? If so what is the best way to
>> check?
>>
>>
>>
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