LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: gimbal on April 24, 2005, 22:40:24

Title: debugging headache...
Post by: gimbal on April 24, 2005, 22:40:24
first let me mention that this is my first post in these boards, even though I've been reading through it for some time.

I would just like to mention a small debugging headache that I just had to go through. I was playing with vertex arrays (and the next step is vbo's), and I kept generating an access violation in nglDrawArrays(). In the end I figured out what the problem was: I had GL_NORMAL_ARRAY enabled and I was drawing primitives without normals... so I never even made a call to glNormalPointer().

Just wanted to let other people know before they make the same mistake as me, debugging native crashes is no fun at all.
Title: debugging headache...
Post by: princec on April 25, 2005, 19:18:12
We might be able to trap that.

Cas :)
Title: debugging headache...
Post by: gimbal on May 01, 2005, 15:12:23
I caused another one, but this time I immediately knew where to look (thank god) :) If you specify texture coordinates with glTexCoordPointer(), but do not bind a texture to the used texturelevel, another access violation is the result.