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

Started by kureteRuby, June 12, 2016, 13:34:15

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kureteRuby

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

Following phenomenon occurs.

ãÆ'»Displayãâ,¬â,¬is odd.

ãÆ'»display is different wheneverãâ,¬â,¬Moving  program
ãÆ'»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
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);
	}
}

```

quew8

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:
GL11.glDrawArrays(GL_QUADS, 0, indexesArray.length);


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