debugging headache...

Started by gimbal, April 24, 2005, 22:40:24

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gimbal

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.

princec

We might be able to trap that.

Cas :)

gimbal

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.