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  [SOLVED] Acces Violation Error  (Read 390 times)
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Offline DazKins
« Posted 2013-07-13 12:57:21 »

I don't really know where to start with this one so I'm afraid it will be a bit vague.

I'm working with VAOs in OpenGL and the following code gives me an exception access violation:

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   public void draw() {
      editable = false;
     
      for (int i = 0; i < rawVertexDataList.size(); i++) {
         FloatBuffer fb = BufferUtils.createFloatBuffer(rawVertexDataList.get(i).size());
         for (int u = 0; u < fb.capacity(); u++) {
            fb.put(rawVertexDataList.get(i).get(u));
         }
         fb.flip();
         vertexBuffer.add(fb);

         fb = BufferUtils.createFloatBuffer(rawTextureDataList.get(i).size());
         for (int u = 0; u < fb.capacity(); u++) {
            fb.put(rawTextureDataList.get(i).get(u));
         }
         fb.flip();
         textureBuffer.add(fb);
      }
     
      for (int i = 0; i < textureBuffer.size(); i++) {
         if (useTexture)
            GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
         
         GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
         
         if(GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D) != i + 1)
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, i + 1);
         
         GL11.glVertexPointer(2, 0, vertexBuffer.get(i));
         
         if(useTexture)
            GL11.glTexCoordPointer(2, 0, textureBuffer.get(i));
         
         GL11.glDrawArrays(GL11.GL_QUADS, 0, vertexCount);
         
         GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
         
         if (useTexture)
            GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
      }
     
      vertexBuffer.clear();
      textureBuffer.clear();
   }


Error it gives me:

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#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000006917d930, pid=4616, tid=9100
#
# JRE version: 7.0_01-b08
# Java VM: Java HotSpot(TM) 64-Bit Server VM (21.1-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [atio6axx.dll+0x24d930]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\dev\java\Triad\hs_err_pid4616.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#


I understand from looking around a bit, that if the glDrawArrays call fails, it can throw this exception. If this is the case, what is making it fail?

Thanks in advance  Smiley

DazKins

Check out my Dev Blog: http://dazkins.tumblr.com
Offline DazKins
« Reply #1 - Posted 2013-07-13 13:23:55 »

Ok, so here's the answer to my own question if anyone else has this issue:

My glDrawArrays call was failing, the reason for this was that I had lots of different texture and vertex buffers, but i hadn't given each one its own individual vertex count variable. So i changed my glDrawArrays call to something like this:

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GL11.glDrawArrays(GL11.GL_QUADS, 0, bufferSizes.get(i));

DazKins

Check out my Dev Blog: http://dazkins.tumblr.com
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