Re: Access violation error using Derelict GL3
On Sunday, 15 December 2013 at 21:31:21 UTC, Andrej Mitrovic wrote: On 12/15/13, Ross Hays wrote: Am I doing something wrong here? You're likely not loading the function pointers first. Try calling DerelictGL.reload() first. That was it... knew it was something dumb. I had it in there originally in a version tag that I accidentally stopped using. Thanks.
Re: Access violation error using Derelict GL3
On 12/15/13, Ross Hays wrote: > Am I doing something wrong here? You're likely not loading the function pointers first. Try calling DerelictGL.reload() first.
Access violation error using Derelict GL3
I have run into a problem using the Derelict GL3 binding and I am not sure if I am doing something wrong or if this is a bug. I have a class that contains several uints that are to represent the ids returned by OpenGL functions. I have a call to glDeleteBuffers that always result in "object.Error: Access Violation." My specific call is glDeleteBuffers(1, &m_vertextBuffer); where m_vertexBuffer has a value of 0. According to the documentation for OpenGL, this should be silently ignored but instead it crashes. Am I doing something wrong here?