Hello all! I'm a graduate student working on a side project using OpenGL with AMD... I keep running into an issue when running my programs that is caused by atioglxx.dll writing to an inaccessible location. From what I have found, its a driver issue, but one that seems to be most prominent back in 2009/10... Does anyone have any ideas as to how to approach solving this issue?
Using GLEW for Extension wrapping.
Using GLFW3 for windowing.
GFX Card: RX480 8GB
OGL Version: 4.5.13474
Comparability Profile Context: 22.19.162.4
GLuint cubeVAO = 0;
GLuint cubeVBO = 0;
// Initialize (if necessary)
if (cubeVAO == 0)
{
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
//Fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube) * sizeof(GLfloat), cube, GL_STATIC_DRAW);
//Vertices
glBindVertexArray(cubeVAO); <- Issue happens here... "Exception thrown at 0x68F7F391 (atioglxx.dll) in lightedCubes.exe: 0xC0000005: Access violation writing location 0x00001E78."
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
//Normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
//Texture Coordinates
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
//Bind the buffer and array
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
TextureManager::bindTexture(tex1, 0);
TextureManager::bindTexture(tex2, 1);
// Render Cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);