i am having a weird problem with opengl in visualstudio where every opengl function points to NULL if i build the program in release mode.
i have tried glew and gl3w none of them work
glew/gl3w is initialized after the context is created and in debug mode it runs fine
the project settings are default i only included the include folders and the respective lib folders
did anybody have a similiar issue?
#include<SDL.h>
#include<GL\glew.h>
#include<assert.h>
int main(int argc, char* args[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window;
SDL_GLContext context;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, context);
glewExperimental = GL_TRUE;
assert(!glewInit());
GLuint id;
glGenVertexArrays(1, &id);
SDL_Quit();
return 0;
}
assert(!glewInit());
That isn't going to get compiled in Release mode. So glewInit()
will never be called and glGenVertexArrays()
will remain NULL.
Calling a NULL function pointer generally won't work.