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1  Java Game APIs & Engines / OpenGL Development / Re: glNormalPointer causing crash while attempting to add lighting on: 2013-06-11 19:23:47
I was able to fix the problem. I was getting a crash dump, not a stack trace, but I realized while I was trying to get my world lighting to work, I also had my non-world vbo enabled. When it called glNormalPointer and had no normal data that second vbo caused everything to crash. When I disabled that the world lighting worked, and then when normals were added to the second vbo everything's lighting worked.
2  Java Game APIs & Engines / OpenGL Development / [solved] glNormalPointer causing crash while attempting to add lighting on: 2013-06-09 22:31:38
I'm currently working on a project using the lwjgl. I have a working world that has textures and vertexes in Vertex buffer objects. The next step I'm trying to implement is lighting. I have the normals for my world defined and have set up a VBO for them. However, it causes the program to crash.


This is the code I use to set up the normal VBO, it is the same setup I use for the texture and vertex VBO's that I know work.

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float[] norms = new float[normalsList.size()];
for (int i = 0; i < normalsList.size(); i++)
    norms[i] = normalsList.get(i);

GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, nHandle);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, 4 * norms.length, GL15.GL_DYNAMIC_DRAW);
ByteBuffer byteBuffer3 = GL15.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY, 4 * norms.length, null);
nBuffer = byteBuffer3.order(ByteOrder.nativeOrder()).asFloatBuffer();
nBuffer.put(textures);
nBuffer.flip();
GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);



This is the code I use to draw my VBO objects, changing the values for glNormalPointer has changed where the program crashes, but it always does crash. The crash does not happen if I disable lighting.

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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, tHandle);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, nHandle);
GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0);

GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vHandle);
GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, model.cubeVerts.length / (3));


Screenshots: http://imgur.com/a/bfP90
I know that I need to disable GL_LIGHTING for 2d drawing, I just don't have that for my test world right now.

Is there some function call I am missing or variable I need to supply?
Any help is appreciated!
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