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December 15, 2013 Access violation error using Derelict GL3 | ||||
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I have run into a problem using the Derelict GL3 binding and I am not sure if I am doing something wrong or if this is a bug. I have a class that contains several uints that are to represent the ids returned by OpenGL functions. I have a call to glDeleteBuffers that always result in "object.Error: Access Violation." My specific call is glDeleteBuffers(1, &m_vertextBuffer); where m_vertexBuffer has a value of 0. According to the documentation for OpenGL, this should be silently ignored but instead it crashes. Am I doing something wrong here? |
December 15, 2013 Re: Access violation error using Derelict GL3 | ||||
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Posted in reply to Ross Hays | On 12/15/13, Ross Hays <test@gmail.com> wrote:
> Am I doing something wrong here?
You're likely not loading the function pointers first. Try calling
DerelictGL.reload() first.
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December 15, 2013 Re: Access violation error using Derelict GL3 | ||||
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Posted in reply to Andrej Mitrovic | On Sunday, 15 December 2013 at 21:31:21 UTC, Andrej Mitrovic wrote:
> On 12/15/13, Ross Hays <test@gmail.com> wrote:
>> Am I doing something wrong here?
>
> You're likely not loading the function pointers first. Try calling
> DerelictGL.reload() first.
That was it... knew it was something dumb.
I had it in there originally in a version tag that I accidentally stopped using.
Thanks.
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