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Messages - Oz1571

Pages: 1 [2]
16
Feature requests / Advanced OpenGL context support
« on: December 04, 2009, 07:54:19 pm »
I'd be interested in the ability to choose between core and compatability as well, it'd help me get rid of all my old opengl code to make sure I have everything updated to 3.2 specs.

17
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 04, 2009, 07:17:18 pm »
It links dynamically. Should I try linking it statically? I'll just have to figure out how to. :)

Edit: I just tried it with static linking, and it works just fine. No crashing! Even my full game works fine, not just the small tests.

18
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 04, 2009, 04:54:33 pm »
Sorry about the late reply, I only just got back home.
The code you posted builds and runs without issues both in Debug and Release. Thanks for looking into this. :)

19
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 04, 2009, 08:19:29 am »
They all crash, on the same line as my original code, except your last test, which works fine in Release but has the same crash in Debug. :)
If I had a spare ATI card I'd send you it!

20
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 04, 2009, 07:49:19 am »
Yup, I just managed to convince a friend of mine with an Intel card to give it a go. It works just fine. Is there anything else you need from me that might help you track this down?

21
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 04, 2009, 06:44:30 am »
Ouch, and there's no solution to be found in that topic. :)
Should I post there or here? I guess I'll continue posting here since that person appears to have disappeared. Well, I guess I can tell you what I'm using:

Visual Studio 2008
ATI Radeon 5850, using the latest (9.11) drivers
Windows 7 64-bit

I'm going to see if I can try it out on another computer. I have a feeling this might be an ATI issue.

Edit: I tried it out on another computer running 64-bit Vista, 9.10 drivers and a 3000-series ATI card. Same crash. I'll see if I can bother someone with an nvidia/intel card tomorrow, but it looks like this might be an ati-only issue.

22
Window / ContextWGL crash after updating from 1.5 to 2.0 beta
« on: December 03, 2009, 07:43:17 pm »
I've tried searching the forums to see if someone else has been having this problem, but I didn't find anything.

My problem is that after updating my game from 1.5 to 2.0 it keeps crashing every time I exit the application. So I put together a minimal app to see if it still happens, and it does. I don't know whether it's an SFML issue, or a driver issue, or me screwing something up. I'm running the latest drivers for my graphics card.

So, the exact problem is that when I exit out of the app, it gives me an unhandled exception, and the issue appears to be on line 91 of ContextWGL.cpp:

Code: [Select]
   if (myContext)
    {
        if (wglGetCurrentContext() == myContext)
---->       wglMakeCurrent(NULL, NULL);
        wglDeleteContext(myContext);
    }


My call stacks looks like this:

    
Code: [Select]
   atioglxx.dll!6903a3ad()
  [Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]
  atioglxx.dll!690925d5()
  opengl32.dll!676e9286()
  opengl32.dll!676e9583()
> sfml-window-d.dll!sf::priv::ContextWGL::~ContextWGL()  Line 91 + 0xc bytes C++
  sfml-window-d.dll!`anonymous namespace'::`dynamic atexit destructor for 'referenceContext''()  + 0x28 bytes C++
  sfml-window-d.dll!_CRT_INIT(void * hDllHandle=0x00100000, unsigned long dwReason=0x00000000, void * lpreserved=0x00000001)  Line 449 C
  sfml-window-d.dll!__DllMainCRTStartup(void * hDllHandle=0x00100000, unsigned long dwReason=0x00000000, void * lpreserved=0x00000001)  Line 560 + 0x11 bytes C
  sfml-window-d.dll!_DllMainCRTStartup(void * hDllHandle=0x00100000, unsigned long dwReason=0x00000000, void * lpreserved=0x00000001)  Line 510 + 0x11 bytes C


And the code for my minimal program looks like this:

Code: [Select]
#include <SFML/Window.hpp>

int main()
{
sf::VideoMode mode;
mode.Width = 1280;
mode.Height = 800;
mode.BitsPerPixel = 32;

sf::Window Screen;
Screen.Create(mode, "oglgame");

return 0;
}


I'm going to feel really stupid if I'm just missing a line or two. :)

Edit: If I run in release instead of debug it instead seems to crash in crtdll.c on line 449:
Code: [Select]
                       /* call the function, which can eventually change __onexitbegin and __onexitend */
                        (*function_to_call)();

         ---->          onexitbegin_new = (_PVFV *)_decode_pointer(__onexitbegin);
                        onexitend_new = (_PVFV *)_decode_pointer(__onexitend);


And the call stack then looks like this:
Code: [Select]
atioglxx.dll!6903a3ad()
  [Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]
  atioglxx.dll!690925d5()
  opengl32.dll!67ed9286()
  opengl32.dll!67ed9583()
  sfml-window.dll!sf::priv::ContextWGL::~ContextWGL()  + 0x24 bytes C++
> sfml-window.dll!_CRT_INIT(void * hDllHandle=0x001c409c, unsigned long dwReason=0x001c4080, void * lpreserved=0x001c4080)  Line 449 C

23
General discussions / New Shader class in SFML 2 to replace PostFx
« on: December 03, 2009, 05:56:52 pm »
Haha, thanks for the quick fix. It does indeed work fine again. :)

24
General discussions / New Shader class in SFML 2 to replace PostFx
« on: December 03, 2009, 05:38:37 pm »
After updating to the latest version, my game now freezes completely at

Screen.Create(mode, "oglgame", sf::Style::Resize | sf::Style::Close, settings);

If I set the opengl version to 2.x instead of 3.x, it works fine. I last updated less than 24h ago and it worked fine. Maybe this thread isn't the right place to post this in, I guess it could be an unrelated problem.

25
General / [Solved]So much for this tutorial...
« on: December 03, 2009, 08:10:04 am »
sf::Color::Color should be sf::Color. :)

26
Graphics / One sprite, various objects, am I doing it wrong?
« on: November 09, 2009, 01:30:10 am »
You probably want all the stars to use the same image. So, 1000 sprites, 1 image.

27
Window / [Visual C++ 2008] Command Prompt not shutting down
« on: August 06, 2009, 02:49:20 pm »
My render window is created outside of int main(), and I don't have that issue, so it has to be something else. I'm running SFML 1.5.

28
General discussions / Hello and a Question.
« on: July 26, 2009, 05:31:48 pm »
I know I would definitely be interested, at least, since I'm now working on creating my own after realizing I need something different than the ones on the wiki. So I definitely think you should add it to the wiki. :)

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