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Thread: Windows RTSimpleApp: Nothing's working at all. What's the problem?

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  1. #1
    Serf
    Join Date
    Dec 2010
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    3

    Default Windows RTSimpleApp: Nothing's working at all. What's the problem?

    Here we crash: DrawLine(color, vFinalPos.x, vFinalPos.y+ m_pSize2d->y+1, vFinalPos.x + m_pSize2d->x, vFinalPos.y+ m_pSize2d->y+1, 1.0f);

    Unhandled exception at 0x0029fe59 in winRTSimpleApp.exe: 0xC0000005: Access violation reading location 0x00000000.

    log:
    Save path is
    Caching out audio/click.wav

    What for this not working version that is in svn???
    Though the concept ideas of the sdk are rather good.

  2. #2
    Serf
    Join Date
    Dec 2010
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    3

    Default

    However, 3d demo's compiling and working just fine.

  3. #3
    Administrator Seth's Avatar
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    Jul 2002
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    Japan
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    5,377

    Default

    Strange, my versions works ok. Make sure you're using the "Debug GL: MSVC configuration.
    Seth A. Robinson
    Robinson Technologies

  4. #4
    Serf
    Join Date
    Dec 2010
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    Default

    I just downloaded the code 2 days ago and all of the demos are working fine for me.

  5. #5
    Serf
    Join Date
    Dec 2010
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    3

    Default

    I managed to get RTSimpleApp working only by simply commenting out line
    //glDrawArrays(GL_LINES, 0, 2);
    in void DrawLine( GLuint rgba, float ax, float ay, float bx, float by, float lineWidth )
    in GLESUtils.cpp.
    or the call of this func
    //DrawLine(color, vFinalPos.x, vFinalPos.y+ m_pSize2d->y+1, vFinalPos.x + //m_pSize2d->x, vFinalPos.y+ m_pSize2d->y+1, 1.0f);
    in void UnderlineRenderComponent::OnRender(VariantList *pVList)

    Otherwise I got:
    Unhandled exception at 0x002dfe59 in winRTSimpleApp.exe: 0xC0000005: Access violation reading location 0x00000000.
    in runtime.

    MSVS 2008, Win 7 64

  6. #6
    Administrator Seth's Avatar
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    Default

    Hmm, I took a look and I do see a possible reason, I wasn't specifically turning off the GL texture 2d coord array. I was disabling GL_TEXTURE_2D which seems like it would stop anyone from trying to use the 2d coord array so this may be a long shot..

    But I added glDisableClientState(GL_TEXTURE_COORD_ARRAY); to be safe.

    I updated svn with the new version, it's now like this:

    Code:
    void  DrawLine( GLuint rgba,   float ax, float ay, float bx, float by, float lineWidth )
    {
    	SetupOrtho();
    
    	glDisable( GL_TEXTURE_2D );
    
    	glEnableClientState(GL_VERTEX_ARRAY);	
    	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    	GLfloat	vertices[] = 
    	{
    		ax,ay, 0,
    		bx, by, 0 
    	};
    	
    		glLineWidth(lineWidth); 
    		glEnable (GL_LINE_SMOOTH);
    		//glDisable(GL_LINE_SMOOTH);
    		glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
    
    		glVertexPointer(3, GL_FLOAT, 0, vertices);
    		//glColor4f(1, 1, 1, 1);
    		glEnable( GL_BLEND );
    		glColor4x( (rgba >>8 & 0xFF)*256,  (rgba>>16& 0xFF)*256, (rgba>>24& 0xFF)*256, (rgba&0xFF)*256);
    
    		glDrawArrays(GL_LINES, 0, 2);
    		glColor4x(1 << 16, 1 << 16, 1 << 16, 1 << 16);
    
    		glDisable( GL_BLEND );
    		glEnable( GL_TEXTURE_2D );
    		glEnableClientState(GL_TEXTURE_COORD_ARRAY);	
    		
    }
    Seth A. Robinson
    Robinson Technologies

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