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General / Error using SFML
« on: January 26, 2011, 02:53:21 am »
I have setup sfml to use as my window wrapper and it works when I run the following code
But when I try to create an application window I am getting the following error when I begin debugging it:
Unhandled exception at 0x76de1e04 in OpenGL test.exe: 0xC0000005: Access violation reading location 0x65704f20.
OpenGL test is the name of the solution obviously. This exception gets thrown when it tries to run the first line of code in the main function of the following snippet:
Does anyone have any idea what I might be doing wrong?
Code: [Select]
#include <SFML/System.hpp>
#include <iostream>
int main()
{
sf::Clock Clock;
while (Clock.GetElapsedTime() < 5.f)
{
std::cout << Clock.GetElapsedTime() << std::endl;
sf::Sleep(0.5f);
}
return 0;
}
But when I try to create an application window I am getting the following error when I begin debugging it:
Unhandled exception at 0x76de1e04 in OpenGL test.exe: 0xC0000005: Access violation reading location 0x65704f20.
OpenGL test is the name of the solution obviously. This exception gets thrown when it tries to run the first line of code in the main function of the following snippet:
Code: [Select]
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <gl/GL.h>
#include <gl/GLU.h>
#include <iostream>
int main(int argc, char** argv)
{
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL");
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
while (App.IsOpened())
{
//handle events
sf::Event Event;
while (App.GetEvent(Event))
{
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
//set this window as active
App.SetActive();
//erase previous frame's content
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//draw cube
glBegin(GL_QUADS);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
App.Display();
}
return 0;
}
Does anyone have any idea what I might be doing wrong?