On Sun, Jan 18, 2009 at 11:29 AM, Tim M <[email protected]> wrote: > On Sat, 17 Jan 2009 12:51:46 +1300, Bill Baxter <[email protected]> wrote: > >> I'm going crazy here with a very odd bug. >> My DWT+OpenGL Win32 app is crashing *only* on Vista and *only* when I >> use client arrays for rendering >> (i.e. glEnableClientState(GL_VERTEX_ARRAY), glVertexPointer(...), >> glArrayElement(....)). >> >> The exact same code works fine on XP. >> I have the Areo desktop compositing diabled on Vista. >> The exact same code works fine if I replace the glArrayElement calls >> with glVertex3fv calls. >> >> Another weird thing is that it doesn't crash right away, The thing >> I'm drawing will draw fine for 20 or so frames, then it crashes, >> usually in swapBuffers or in the glClear.after swapBuffers. >> Sometimes the same program will not crash at all. >> >> I tried modifying a DWT OpenGL snippet to use client arrays, but I >> couldn't get it to crash. >> >> I tried disabling the GC too, no change. >> A web search didn't turn up anyone else with similar problems. >> >> I upgraded my video drivers (GeForce 8400M GS) with the latest from >> NVIDIA, but still no change. >> >> I just have no idea what else could be going wrong or what else I could >> try. >> >> --bb > > I am actually very interested if you find the problem/sollution. If it's not > D related can you email what you find about it to me: > > t i m <dot> m a t t h e w s 7 (at) g m a i l [dot] c o m
So far haven't been able to isolate it. I updated another program that displays meshes with similar code and it works fine. So sounds like some kind of memory problem in my code to me too. Or possibly passing a bad pointer to GL somewhere. I have glGetError's sprinkled all over my code and get no errors from that. But GL doesn't know if you pass it a bad pointer. I remember one problem I had long ago when I called glGetIntegerv for something, thinking it returned 1 value when it actually returned two. Seems likely it could be something similar here. --bb
