I'm using OpenTK to make a C# OpenGL application.
I'm trying not to use the GameWindow class to open a context - here is my class managing a window + context :
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Platform;
using OpenTK.Input;
class Window
{
private INativeWindow window_;
private IGraphicsContext context_;
private bool isExiting_;
public Window(int width, int height, bool fullscreen, string title = "StormEngine application")
{
window_ = new NativeWindow(width, height, title, fullscreen ? GameWindowFlags.Fullscreen : GameWindowFlags.FixedWindow, GraphicsMode.Default, DisplayDevice.Default);
context_ = new GraphicsContext(GraphicsMode.Default, window_.WindowInfo, 4, 4, GraphicsContextFlags.Default);
context_.MakeCurrent(window_.WindowInfo);
window_.Visible = true;
window_.KeyDown += (sender, e) =>
{
if (e.Keyboard[Key.Escape])
window_.Close();
};
isExiting_ = false;
}
public Window(int width, int height) : this(width, height, false) { }
public bool EndFrame()
{
context_.SwapBuffers();
window_.ProcessEvents();
return (window_.Exists && !isExiting_);
}
}
I'm then calling Window w = new Window(800, 480);
to open a window.
But as soon as I make a call to an OpenGL method, in my case int programId = GL.CreateProgram();
, I am given a AccessViolationException.
My guess is that OpenGL function pointers are not loaded correctly, but I cannot find where the problem happens (I get no information about what happens inside GL.CreateProgam()
).
Any idea of what might be happening, why, and how to resolve that ? :)
Forget it, I found my mistake :)
In OpenTK, a GraphicsContext needs, once created and made current, to be loaded.
To do so, just after context_.MakeCurrent(window_.WindowInfo);
, I added :
(context_ as IGraphicsContextInternal).LoadAll()
I had to figure it out from the GameWindow class source on Github, tho, because this way to create a window isn't documented at all ^^
And it now works like a charm. :)