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Home/ Questions/Q 223697
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T19:14:45+00:00 2026-05-11T19:14:45+00:00

I am getting a EXC_BAD_ACCESS on the the glDrawElements() in this code, but only

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I am getting a EXC_BAD_ACCESS on the the glDrawElements() in this code, but only when the bottom block of code is present. I am thinking it must be something conceptual that I am missing because I am not finding any nil pointers or other things that can typically cause this error.

glScalef(6, 6, 6);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3 ,GL_FLOAT, 0, model_verts);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, model_normals); 
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(num_tex_coords*2, GL_FLOAT, 0, tex_coords);
glDrawElements(GL_TRIANGLES, num_model_indices0, GL_UNSIGNED_SHORT, &model_indices0);
glDrawElements(GL_TRIANGLES, num_model_indices1, GL_UNSIGNED_SHORT, &model_indices1);
glDrawElements(GL_TRIANGLES, num_model_indices2, GL_UNSIGNED_SHORT, &model_indices2);
glDrawElements(GL_TRIANGLES, num_model_indices3, GL_UNSIGNED_SHORT, &model_indices3);

this code sets up my texture and does not fail on any lines.

    glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
NSString *path = [[NSBundle mainBundle] pathForResource:@"booktex" ofType:@"jpg"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
    NSLog(@"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
imageData = malloc( height * width * 4 );
context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-11T19:14:46+00:00Added an answer on May 11, 2026 at 7:14 pm
    glTexCoordPointer(num_tex_coords*2, GL_FLOAT, 0, tex_coords);
    

    what is num_tex_coords?
    how are you setting up tex_coords?

    The first argument to glTexCoordPointer should be the number PER VERTEX (just like glVertexPointer). Normally for texcoords this will be 2.

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