[HOpenGL] draw Elements segmentation fault.
Ben Christy
ben.christy at gmail.com
Fri Nov 19 13:19:53 EST 2010
Issue resolved.
The problem was that I thought glVertexAttribPointer 1 3 GLRaw.gl_FLOAT 0 0
(plusPtr nullPtr (0)) was one based
when in fact it is 0 based
so changing the call to
glVertexAttribPointer 0 3 GLRaw.gl_FLOAT 0 0 (plusPtr nullPtr (0)) resolves
the issue.
Thank you for pointing out where the problem was.
On Fri, Nov 19, 2010 at 7:26 AM, Balazs Komuves <bkomuves at gmail.com> wrote:
>
> 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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