I wanted to do some 2D on top of 3D so I could do a decent GUI. So I created the textures and so on.
I can compile the code, it generates no errors. But when I run the program all goes right until I call this:
glGenFramebuffers(1, &fb);
Then this appears:
error 139 segmentation fault (core dumped).
Does someone know what's wrong with the code?
std::cout << "test1" << std::endl;
unsigned int fb;
glGenFramebuffers(1, &fb);
std::cout << "test2" << std::endl;
glBindRenderbuffer(GL_RENDERBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture.getId(), 0);
The "test1" text is displayed, but the "test2" is not.
CODE:
game.cpp
#include "game.h"
game::game(){
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Surface* screen = SDL_SetVideoMode(1000, 600, 32, SDL_SWSURFACE|SDL_OPENGL);
glClearColor(0.5, 0.5, 0.5, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1000.0/600.0, 1.0, 500.0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
}
game::~game(){
SDL_Quit();
}
void game::start(){
Uint32 start;
SDL_Event event;
texture renderTexture = texture();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1000, 600, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
std::cerr << "test1" << std::endl;
unsigned int fb;
glGenFramebuffers(1, &fb);
std::cerr << "test2" << std::endl;
glBindRenderbuffer(GL_RENDERBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture.getId(), 0);
bool running = true;
while (running){
start = SDL_GetTicks();
while (SDL_PollEvent(&event)){
switch (event.type){
case SDL_QUIT:
running = false;
break;
}
}
update();
show(fb);
showMenu();
SDL_GL_SwapBuffers();
if (1000/30 > (SDL_GetTicks()-start)){
SDL_Delay(1000/30 - (SDL_GetTicks()-start));
}
}
}
void game::update(){
}
void game::show(unsigned int fb){
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
void game::showMenu(){
bindWindowAsRenderTarget();
glViewport(0, 0, 1000, 600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1000.0, 0.0, 600.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void game::bindWindowAsRenderTarget(){
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, 1000, 600);
}
game.h
#ifndef GAME_H_INCLUDED
#define GAME_H_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "texture.h"
class game{
void update();
void show(unsigned int fb);
void showMenu();
void bindWindowAsRenderTarget();
public:
game();
~game();
void start();
};
#endif // GAME_H_INCLUDED
main.cpp
#include "game.h"
int main(int argc, char** argv){
game g;
g.start();
return 0;
}
texture.cpp
#ifndef TEXTURE_H_INCLUDED
#define TEXTURE_H_INCLUDED
#include <SDL/SDL.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
class texture{
unsigned int id;
public:
texture();
~texture();
void loadImage(const char* filename);
unsigned int getId();
};
#endif // TEXTURE_H_INCLUDED
texture.cpp
#include "texture.h"
texture::texture(){
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
}
texture::~texture(){
glDeleteTextures(1, &id);
}
void texture::loadImage(const char* filename){
SDL_Surface* img = SDL_LoadBMP(filename);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, img->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
SDL_FreeSurface(img);
}
unsigned int texture::getId(){
return id;
}
Dollars to donuts you're #include
ing a GL extension loader (GLEW, GLAD, etc.) and then:
glGenFramebuffers()
NULL), orEDIT Oh hey it's #2.
You need to call glewInit()
after SDL_SetVideoMode()
. You should also use the GLEW version checking functions to verify that the version of the underlying GL implementation supports core FBOs (they went in in OpenGL 2.1 IIRC).