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atioglxx.dll Issue

Question asked by ghoulishpaladin on Jul 19, 2017
Latest reply on Aug 16, 2017 by dwitczak

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);

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