My code works fine when using glDrawArrays, but whenever I make an index buffer and change it to use glDrawElements, it segfaults.
(Strangely, not before or after the drawing…but when the main loop exits !)
Here is the simple code..where I declare 4 vertices, and 3 indices to them for drawing a triangle.
int main()
{
sf::Window win(sf::VideoMode(400,400,32),"Manasij");
GlewInit();
mm::Program program
(
{
mm::Shader(GL_VERTEX_SHADER,"vshader.vert"),
mm::Shader(GL_FRAGMENT_SHADER,"fshader.frag")
}
);
float vdata[]=
{
0.0f,0.0f,
0.5f,0.0f,
0.5f,0.5f,
0.0f,0.5f
};
GLubyte indices[]={0,1,3};
GLuint vao,vbo,ebo;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glGenBuffers(1,&vbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,8*sizeof(float),vdata,GL_STATIC_DRAW);
glGenBuffers(1,&ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*sizeof(GLubyte),indices,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(0);
glBindAttribLocation(program.getHandle(),0,"pos");
//glBindVertexArray(0);
glUseProgram(program.getHandle());
//glBindVertexArray(vao);
glClearColor(1.0f,1.0f,1.0f,1.0f);
while(win.isOpen())
{
sf::Event eve;
while(win.pollEvent(eve))
if(eve.type==sf::Event::Closed)
win.close();
glClear(GL_COLOR_BUFFER_BIT);
// glDrawArrays(GL_TRIANGLES,0,3);
glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_BYTE,(GLvoid*)0);
win.display();
}
return 0;
}
And the shaders are as simple as they get:
#version 330
in vec2 pos;
void main()
{
gl_Position = vec4(pos,0.0f,1.0f);
}
and
#version 330
void main()
{
gl_FragColor = vec4(1.0f,0.3f,0.8f,1.0f);
}
And gdb shows :
Breakpoint 1, main () at test.cpp:57
57 win.display();
(gdb) continue
Continuing. //<- At this point I try to close the window, thus triggeing the main loop to break
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff557d164 in ?? () from /lib/libnvidia-glcore.so.302.17
Any idea what I’m botching up ?
P.S: If anyone wants to test, here an archive..complete with a makefile!
https://docs.google.com/file/d/0B0oubbp-MVYOeGFuX0owXzhRTEU/edit
The problem was that in the last iteration of the loop, when the ‘close’ event was detected, the window was signaled the close, but even after that I was calling glDrawElements for one last time.
Since everything was already gone, that resulted in a segfault.
The solution is to put a break statement after win.close() is called or to put the event handling code to the end of the loop.
(Thanks to cmtptr from the archlinux forums for catching this, I was almost convinced that this was a driver problem)