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A fatal error has been detected by the Java when using VBO Image

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I am making a TileMap used VBO.However, Error occurs. Why?

Following phenomenon occurs.

・Display is odd.

・display is different whenever Moving  program
・Program fall

#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x174c4a93, pid=4572, tid=7424
#
# JRE version: Java(TM) SE Runtime Environment (8.0_91-b14) (build 1.8.0_91-b14)
# Java VM: Java HotSpot(TM) Client VM (25.91-b14 mixed mode windows-x86 )
# Problematic frame:
# C  [ig4icd32.dll+0x1e4a93]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:

source code
Code: [Select]

class TileImage
{

protected static final int POSITION_INDEX = 0; // index of vertex attribute "in_Position"
    protected static final int COLOR_INDEX = 1; // index of vertex attribute "in_Color"
 
    protected static final int FLOAT_NUM_BYTES; // sizeof(float) in bytes
    protected static final int INT_NUM_BYTES; // sizeof(int) in bytes
    protected static final int VEC4_BYTES; // sizeof(vec4) in bytes
   
    static {
        FLOAT_NUM_BYTES = Float.SIZE / Byte.SIZE;
        INT_NUM_BYTES = Integer.SIZE / Byte.SIZE;
        VEC4_BYTES = 4 * FLOAT_NUM_BYTES;
    }
    //Texture Class
protected Bitmap bitmap;

    protected int vboIndexId;
    protected int vboTexId;

    protected float[] indexesArray;
    protected float[] texturesArray;
   
    protected FloatBuffer textures;

    protected FloatBuffer indexes;
   
   
    public TileImage(Bitmap bitmap)
{
this.bitmap = bitmap;
    }
  public void dispose()
{
bitmap.dispose();

        glDisableVertexAttribArray(POSITION_INDEX);
 
        glDisableVertexAttribArray(COLOR_INDEX);
 
        glBindBuffer(GL_ARRAY_BUFFER, 0);
 
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 
        glDeleteBuffers(vboIndexId);
       
        glDeleteBuffers(vboTexId);
 
        glBindVertexArray(0);
}
  public void draw()
{
if(!bitmap.getImagePath().equals(""))
{
  GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
  GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
 
  bitmap.bind();

  glBindBuffer(GL_ARRAY_BUFFER, vboIndexId);
  GL11.glVertexPointer(3, GL_FLOAT, 0, 0l);

  glBindBuffer(GL_ARRAY_BUFFER, vboTexId);
  GL11.glTexCoordPointer(2, GL_FLOAT, 0, 0l);

  GL11.glDrawArrays(GL_QUADS, 0, indexesArray.length);
 
  GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
  GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

  glBindBuffer(GL_ARRAY_BUFFER, 0);
 
  bitmap.unBind();
}
}

public void vBOSet()
{
textures = BufferUtils.createFloatBuffer(texturesArray.length);
textures.put(texturesArray);
textures.rewind();

vboTexId = glGenBuffers();

        glBindBuffer(GL_ARRAY_BUFFER, vboTexId);
        glBufferData(GL_ARRAY_BUFFER, textures, GL_STATIC_DRAW);
       
        indexes = BufferUtils.createFloatBuffer(indexesArray.length);
        indexes.put(indexesArray);
        indexes.rewind();
 
        vboIndexId = glGenBuffers();
 
        glBindBuffer(GL_ARRAY_BUFFER, vboIndexId);
        glBufferData(GL_ARRAY_BUFFER, indexes, GL_STATIC_DRAW);
}
}
```

*

Offline quew8

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  • Because Square Eyes Look More Real
You have 3 floats per index. But you're trying to draw the number of vertices that you have floats (ie 3 times the number of vertices you actually have). Therefore OpenGL tries to access data past the area the os has allocated it and the os says no.

This line:
Code: [Select]
GL11.glDrawArrays(GL_QUADS, 0, indexesArray.length);

should by this:
Code: [Select]
GL11.glDrawArrays(GL_QUADS, 0, indexesArray.length / 3);

Thank you :)