On Fri, 2007-06-29 at 10:14 +0200, Hans de Goede wrote:
I've seen many glGenTextures crashes in games I've packaged, esp. on 64 bit. Usually the problem is that glGenTextures gets called before a glContext has been created. All proprietary GL implementations are fine with this, but Mesa will crash, esp on 64 bit (but I've seen this on 32 bit too).
Let me know if you need more help.
The code in question looks like this:
unsigned char* data = read_png_file (m_file_name);
GLuint texture_id; glGenTextures (1, &texture_id); glBindTexture (GL_TEXTURE_2D, texture_id); set_gl_parameters (data, smooth, mip_map, texture_wrap); m_texture_name = texture_id; delete [] data; ms_image_cache [m_file_name] = Cached_Image (m_texture_name, m_width_pixels, m_height_pixels);
All of the reference code I could find on google seemed to be similar, declare the GLuint variable, then initialize it with glGenTextures.
Is there something obviously wrong here?
Any help is appreciated,
~spot