For some reason when I attempt to run my code to create a triangle, the JVM crashes giving me an error. This is the code:
public void render(float delta) {
glClear(GL_COLOR_BUFFER_BIT);
shaderProgram.bindProgram();
glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaderProgram.unbindProgram();
}
public void dispose() {
// Dispose the program
shaderProgram.cleanup();
// Dispose the vertex array
glBindVertexArray(0);
glDeleteVertexArrays(vaoID);
// Dispose the buffer object
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(vboID);
}
public void init()
{
shaderProgram = new ShaderClass();
// Generate and bind a Vertex Array
vaoID = glGenVertexArrays();
glBindVertexArray(vaoID);
vboID = glGenBuffers();
// The vertices of our Triangle
float[] vertices = new float[]
{
+0.0f, +0.8f,
-0.8f, -0.8f,
+0.8f, -0.8f
};
// Create a FloatBuffer of vertices
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices).flip();
// Create a Buffer Object and upload the vertices buffer
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
// Point the buffer at location 0, the location we set
// inside the vertex shader. You can use any location
// but the locations should match
glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
glBindVertexArray(0);
}
And this is the error:
https://pastebin.com/UkPpn9W7
If anyone could find out what this error means and how to fix it, it would be greatly appreciated. For some reason this wont work on my computer, but on my friends it does. Thank you!
You are calling glDrawElements without having a buffer object bound to GL_ELEMENT_ARRAY_BUFFER. In this case, the last argument 0 is interpreted as the virtual memory address of a client-provided element array. And since no process can dereference from address 0, the process crashes. Only when you have a buffer object bound to said binding point will the last argument be interpreted as a byte offset into that buffer.
You probably wanted to use glDrawArrays.
Thanks for the fast reply! However, even if I change it to glDrawArrays() it still has a JVM Error and crashes.
Can you show your updated code?
public void render(float delta) {
glClear(GL_COLOR_BUFFER_BIT);
shaderProgram.bindProgram();
glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaderProgram.unbindProgram();
}
public void dispose() {
// Dispose the program
shaderProgram.cleanup();
// Dispose the vertex array
glBindVertexArray(0);
glDeleteVertexArrays(vaoID);
// Dispose the buffer object
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(vboID);
}
public void init()
{
shaderProgram = new ShaderClass();
// Generate and bind a Vertex Array
vaoID = glGenVertexArrays();
glBindVertexArray(vaoID);
vboID = glGenBuffers();
// The vertices of our Triangle
float[] vertices = new float[]
{
+0.0f, +0.8f,
-0.8f, -0.8f,
+0.8f, -0.8f
};
// Create a FloatBuffer of vertices
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices).flip();
// Create a Buffer Object and upload the vertices buffer
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
// Point the buffer at location 0, the location we set
// inside the vertex shader. You can use any location
// but the locations should match
glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
glBindVertexArray(0);
}
Are you absolutely 100% sure that init() is called before the first render() call? Debug the render() method and check the value of the vaoID field.
I checked, and the init() happens before and calls both the vaoID being created and the vboID. In the main method the engine is called to start and does init() and then gameloop(), with the init method being in the init and the render method being in the gameloop(). Sometimes instead of a jvm error it immediately goes into not responding mode.
Try excecuting your Java program with the https://github.com/LWJGLX/debug Java agent. It can be downloaded from https://www.lwjgl.org/customize . Select "LWJGLX/debug v1.0.0" under "Addons", place the jar in a folder <folder> and execute your program with the JVM argument -javaagent:<folder>/lwjglx-debug-1.0.0.jar.
And post the console output.
[LWJGL] Version: 3.1.6 build 14
[LWJGL] OS: Windows 7 v6.1
[LWJGL] JRE: 10.0.1 amd64
[LWJGL] JVM: Java HotSpot(TM) 64-Bit Server VM v10.0.1+10 by "Oracle Corporation"
[LWJGL] Loading library (system): lwjgl
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] Loading library (system): lwjgl_opengl
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl_opengl.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl_opengl.dll
[LWJGL] Loading library: opengl32
[LWJGL] opengl32.dll not found in org.lwjgl.librarypath=C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14
[LWJGL] MemoryUtil accessor: MemoryAccessorUnsafe
[LWJGL] Loaded from system paths
java.lang.IllegalStateException: No GLCapabilities instance set for the current thread. Possible solutions:
a) Call GL.createCapabilities() after making a context current in the current thread.
b) Call GL.setCapabilities() if a GLCapabilities instance already exists for the current context.
at org.lwjgl.opengl.GL.checkCapabilities(GL.java:256)
at org.lwjgl.opengl.GL.getCapabilities(GL.java:251)
at org.lwjglx.debug.$Proxy$11.37(Unknown Source)
at Shaders.ShaderClass.<init>(ShaderClass.java:14)
at Rendering.Renderer.init(Renderer.java:74)
at Engine.Engine.init(Engine.java:71)
at Engine.Engine.run(Engine.java:59)
at java.base/java.lang.Thread.run(Unknown Source)
This actually means that you are calling OpenGL functions before you initialize the OpenGL context properly in LWJGL3 or maybe even before you create the window/OpenGL context. Debug your program thoroughly step-by-step to see what is done when and in which order.
Also please change the JVM argument to: -javaagent:<folder>/lwjglx-debug-1.0.0.jar=t
(append an equal sign followed by a lower case T).
And post the output here. This will produce a trace log of all LWJGL calls you are doing.
This will show when you are calling which methods.
[LWJGL] Version: 3.1.6 build 14
[LWJGL] OS: Windows 7 v6.1
[LWJGL] JRE: 10.0.1 amd64
[LWJGL] JVM: Java HotSpot(TM) 64-Bit Server VM v10.0.1+10 by "Oracle Corporation"
[LWJGL] Loading library (system): lwjgl
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] MemoryUtil accessor: MemoryAccessorUnsafe
[LWJGL] MemoryUtil allocator: DebugAllocator
[LWJGL] Loading library: glfw
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\glfw.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\glfw.dll
[trace] (Window.java:37) createPrint(java.io.PrintStream@2ad64aa6) = pointer [0x3F0000]
java.lang.IllegalStateException: Method glfwInit was called in thread [Thread[GAME_LOOP_THREAD,5,main]] which is not the main thread.
at Rendering.Window.init(Window.java:40)
at Engine.Engine.init(Engine.java:71)
at Engine.Engine.run(Engine.java:59)
at java.base/java.lang.Thread.run(Unknown Source)
[LWJGL] 16 bytes leaked, thread 13 (GAME_LOOP_THREAD), address: 0x3F0000
at org.lwjgl.system.Callback.create(Callback.java:133)
at org.lwjgl.system.Callback.<init>(Callback.java:83)
at org.lwjgl.glfw.GLFWErrorCallback.<init>(GLFWErrorCallback.java:60)
at org.lwjgl.glfw.GLFWErrorCallback$1.<init>(GLFWErrorCallback.java:97)
at org.lwjgl.glfw.GLFWErrorCallback.createPrint(GLFWErrorCallback.java:97)
at org.lwjglx.debug.$Proxy$6.17(Unknown Source)
at Rendering.Window.init(Window.java:37)
at Engine.Engine.init(Engine.java:71)
at Engine.Engine.run(Engine.java:59)
at java.base/java.lang.Thread.run(Unknown Source)
Okay.... you actually have multiple issues in your code. The next one now is that you are initializing GLFW (and probably also creating your window) inside another thread other than the Thread executing the public static void main(String[] args) method. This is not supported on all platforms and therefore LWJGLX/debug complains about it. Please read the documentation of GLFW to see which methods are safe to call in any thread.
Now, to see more errors you can change the JVM argument to: -javaagent:...=tn (append an additional lowercase N).
That's weird because I only have one thread so far. Anyways, here is it with the appended n. It's quite big, so I attached it to a pastebin:
https://pastebin.com/H0BDATrT
Quote from: ChessIndustries on June 07, 2018, 19:27:18
That's weird because I only have one thread so far.
You have two threads. One that is created implicitly by the operating system to execute your Java process (like I said, this is the thread which calls the initial public static void main(String[] args) method) and you create a second thread manually which will execute your Engine code and initialize GLFW, which as I said you cannot/mustnot do.
Would I create the thread in the main class instead then?
Quote from: ChessIndustries on June 07, 2018, 19:30:15
Would I create the thread in the main class instead then?
No, you would not create ANY thread manually. The thread has already been created by the operating system, which like I said three times now is executing your Java program just fine. It IS ALREADY a thread and you should not do anything like creating yet another useless thread.
Regarding the pastebin: You have A WHOLE LOT of OpenGL errors in your application. You MUST resolve those before continuing. Basically almost all of your calls generate OpenGL errors because you either feed them invalid arguments or they are being executed at a wrong time.
** removed by Spasi **
User bananajoe banned for the above reply.
So I managed to fix most of the errors by redoing the whole code but now I have a new issue:
[error][1] Vertex array [0] enabled but not initialized
Stacktrace: Engine.Renderer.render(Renderer.java:37)
Game.gameLoop.loop(gameLoop.java:63)
Game.gameLoop.main(gameLoop.java:19)
How do you initialize a vertex array?
Quote from: ChessIndustries on June 10, 2018, 18:20:49
How do you initialize a vertex array?
By calling glVertexAttribPointer(...) (or one of its fixed-function pipeline equivalents) while having the VBO bound to GL_ARRAY_BUFFER via glBindBuffer(...).
EDIT: Also please re-download the LWJGLX/debug Addon from https://www.lwjgl.org/customize. There have been changes to improve the error logging.
I do have the pointer, but I changed the GL_ARRAY_BUFFER to GL_ELEMENT_ARRAY_BUFFER because I'm using glDrawElements(), do I have to only use gl array buffer for initializing?
If you do indexed rendering with glDrawElements(), then you need both. You need the actual vertex data (which is stored in the vertex attributes that you enable via glEnableVertexArray() and initialize via glVertexAttribPointer()) and you need the element/index buffer, which you bind via glBindBuffer() and GL_ELEMENT_ARRAY_BUFFER.
I'm a little confused on what you mean, here is the part that was in question:
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, flipByteBuffer(indice.indices), GL15.GL_DYNAMIC_DRAW);
GL20.glVertexAttribPointer(attributeNumber, 3, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
The element/index array buffer, bound to GL_ELEMENT_ARRAY_BUFFER, is not a vertex attribute. You can only enable and initialize vertex attributes.
Before you continue, please go ahead and search for "OpenGL VBO" tutorials and examples and read them.
Thanks for the suggestion, it managed to fix that problem, however I am still getting the 'not responding' problem. When running with the lwjgl debug, I don't get any errors except for a stack trace. Would you happen to know what it means/is it an error? Almost all of the opengl lwjgl tutorials are for lwjgl 2 or are outdated.
[LWJGL] Version: 3.1.6 build 14
[LWJGL] OS: Windows 7 v6.1
[LWJGL] JRE: 10.0.1 amd64
[LWJGL] JVM: Java HotSpot(TM) 64-Bit Server VM v10.0.1+10 by "Oracle Corporation"
[LWJGL] Loading library (system): lwjgl
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl.dll
[LWJGL] MemoryUtil accessor: MemoryAccessorUnsafe
[LWJGL] MemoryUtil allocator: DebugAllocator
[LWJGL] Loading library: glfw
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\glfw.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\glfw.dll
[LWJGL] Loading library (system): lwjgl_opengl
[LWJGL] Using SharedLibraryLoader...
[LWJGL] Found at: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl_opengl.dll
[LWJGL] Loaded from org.lwjgl.librarypath: C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14\lwjgl_opengl.dll
[LWJGL] Loading library: opengl32
[LWJGL] opengl32.dll not found in org.lwjgl.librarypath=C:\Users\johnson\AppData\Local\Temp\lwjgljohnson\3.1.6-build-14
[LWJGL] Loaded from system paths
[LWJGL] [GL] Using OpenGL 4.3 for error logging.
[info ][1] Initialized OpenGL context for window[1]
Effective OpenGL version: 4.5
OpenGL version string : 4.6.0 NVIDIA 391.35
OpenGL vendor : NVIDIA Corporation
OpenGL renderer : GeForce GTX 1050 Ti/PCIe/SSE2
GL_MAX_VERTEX_ATTRIBS : 16
Capabilities:
1 GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_layer
2 GL_AMD_vertex_shader_viewport_index GL_ARB_arrays_of_arrays
3 GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended
4 GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture
5 GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility
6 GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader
7 GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted
8 GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image
9 GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float
10 GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control
11 GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
12 GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced
13 GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility
14 GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility
15 GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
16 GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
17 GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
18 GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments
19 GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
20 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv
21 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64
22 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging
23 GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query
24 GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata
25 GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind
26 GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture
27 GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile
28 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object
29 GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp
30 GL_ARB_post_depth_coverage GL_ARB_program_interface_query
31 GL_ARB_provoking_vertex GL_ARB_query_buffer_object
32 GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations
33 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map
34 GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects
35 GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters
36 GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock
37 GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote
38 GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects
39 GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object
40 GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples
41 GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array
42 GL_ARB_shading_language_100 GL_ARB_shading_language_420pack
43 GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow
44 GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2
45 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing
46 GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier
47 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
48 GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
49 GL_ARB_texture_compression GL_ARB_texture_compression_bptc
50 GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
51 GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine
52 GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
53 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax
54 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
55 GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
56 GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
57 GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg
58 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage
59 GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view
60 GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3
61 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query
62 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
63 GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit
64 GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program
65 GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
66 GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos
67 GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
68 GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
69 GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test
70 GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced
71 GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
72 GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object
73 GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
74 GL_EXT_gpu_shader4 GL_EXT_memory_object GL_EXT_memory_object_win32
75 GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object
76 GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage
77 GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_secondary_color
78 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_shader_objects
79 GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store
80 GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2
81 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array
82 GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
83 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
84 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax
85 GL_EXT_texture_integer GL_EXT_texture_mirror_clamp
86 GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode
87 GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array_bgra
88 GL_EXT_vertex_attrib_64bit GL_EXT_win32_keyed_mutex GL_EXT_window_rectangles
89 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
90 GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error
91 GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior
92 GL_KHR_robustness GL_NV_alpha_to_coverage_dither_control
93 GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count
94 GL_NV_bindless_texture GL_NV_blend_equation_advanced
95 GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor
96 GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list
97 GL_NV_conditional_render GL_NV_conservative_raster
98 GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles
99 GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float
100 GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image
101 GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence
102 GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance
103 GL_NV_fragment_coverage_to_color GL_NV_fragment_program_option
104 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples
105 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
106 GL_NV_geometry_shader_passthrough GL_NV_gpu_shader5 GL_NV_half_float
107 GL_NV_internalformat_sample_query GL_NV_light_max_exponent
108 GL_NV_multisample_coverage GL_NV_multisample_filter_hint
109 GL_NV_packed_depth_stencil GL_NV_path_rendering
110 GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite
111 GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag
112 GL_NV_sample_locations GL_NV_sample_mask_override_coverage
113 GL_NV_shader_atomic_float GL_NV_shader_atomic_float64
114 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64
115 GL_NV_shader_buffer_load GL_NV_shader_thread_group GL_NV_shader_thread_shuffle
116 GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier
117 GL_NV_texture_compression_vtc GL_NV_texture_multisample
118 GL_NV_texture_rectangle_compressed GL_NV_transform_feedback
119 GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory
120 GL_NV_vertex_array_range GL_NV_vertex_array_range2
121 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory
122 GL_NV_viewport_array2 GL_NV_viewport_swizzle
123 GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NVX_conditional_render
124 GL_NVX_gpu_memory_info
[info ][1] OpenGL debug message
ID: 0x20071
Source: API
Type: OTHER
Severity: NOTIFICATION
Message: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
Stacktrace: Engine.Load.storeDataInAttributeList(Load.java:65)
Engine.Load.loadToVAO(Load.java:35)
Game.gameLoop.loop(gameLoop.java:50)
Game.gameLoop.main(gameLoop.java:19)
This:
[info ][1] OpenGL debug message
ID: 0x20071
Source: API
Type: OTHER
Severity: NOTIFICATION
Message: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
Stacktrace: Engine.Load.storeDataInAttributeList(Load.java:65)
Engine.Load.loadToVAO(Load.java:35)
Game.gameLoop.loop(gameLoop.java:50)
Game.gameLoop.main(gameLoop.java:19)
Is just a notification from the graphics driver about the residency of the buffer object (in video memory). It is not an error or a warning.
Regarding the "not responding" behaviour: Are you sure that you are calling glfwPollEvents() in a loop continuously? This method needs to be called in order for your application/process to handle window events that the operating system sends to your application. When your application does not poll those events and react accordingly by calling glfwPollEvents() then the operating system assumes the process has frozen up and will show that to the user by overlaying the processe's window.