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 Betreff des Beitrags: Crashing
BeitragVerfasst: Do Jul 22, 2004 17:38 
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Registriert: Mi Jul 21, 2004 22:39
Beiträge: 360
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The OGL app im working on runs fine on my pc, but on a friends it crashes, iv traced it to the following lines:

Code:
  1. if MultiTexture then begin
  2.   try
  3.     glActiveTextureARB(GL_TEXTURE1_ARB);
  4.     glDisable(GL_TEXTURE_2D);
  5. //    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  6.  
  7.     glActiveTextureARB(GL_TEXTURE0_ARB);
  8.      except
  9.   lastError := glGetError();
  10.   lastErrorString := gluErrorString(lastError);
  11.   MessageBox(0,pchar(lastErrorString),'Error',0);
  12.   end;
  13.   end;
  14.  


Basicaly when multitexture is false it works on my friends pc..

My Pc's data:

Code:
  1.    Vendor: NVIDIA Corporation
  2.    Renderer: GeForce4 Ti 4200/AGP/SSE/3DNOW!
  3.    GLVersion: 1.4.0
  4.    
  5.    GLExtentions:
  6.    GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture
  7.    GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression
  8.    GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
  9.    GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program
  10.    GL_ARB_window_pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra
  11.    GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
  12.    GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels
  13.    GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
  14.    GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap
  15.    GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
  16.    GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
  17.    GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array
  18.    GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
  19.    GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
  20.    GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query
  21.    GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners
  22.    GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
  23.    GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
  24.    GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
  25.    GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod
  26.    GL_SGIX_depth_texture GL_SGIX_shadow GL_WIN_swap_hint WGL_EXT_swap_control


My Friends:

Code:
  1.  
  2.    Vendor: ATI Technologies Inc.
  3.    Renderer: RADEON 9100 DDR x86/MMX/3DNow!/SSE
  4.    GLVersion: 1.3.4391 WinXP Release
  5.    
  6.    GLExtentions:
  7.    GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc
  8.    GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression
  9.    GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
  10.    GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend
  11.    GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_element_array
  12.    GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles
  13.    GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object
  14.    GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size
  15.    GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate
  16.    GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements
  17.    GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters
  18.    GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap
  19.    GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
  20.    GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
  21.    GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle
  22.    GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection
  23.    GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp
  24.    GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture
  25.    GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
  26.  
  27.  


We both have Windows XP. Any help would b appreciated.

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-Stu


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BeitragVerfasst: Do Jul 22, 2004 20:07 
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Registriert: Mo Sep 23, 2002 19:27
Beiträge: 5812
Programmiersprache: C++
Could you please elaborate a bit more on what error you actually get? Does the program crash with an access violation, or does it render garbain or nothing at all? There normally shouldn't be any problems using multi-texturing on ATI-Hardware.

P.S. : You can leave the ARB-suffixes out, cause multi-texturing is now a port of the openGL-core, so better use this :
Code:
  1. glActiveTexture(GL_TEXTURE1);

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BeitragVerfasst: Do Jul 22, 2004 20:16 
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Registriert: Mi Jul 21, 2004 22:39
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If im correct he gets an access violation.

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BeitragVerfasst: Do Jul 22, 2004 22:39 
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Registriert: Mo Sep 23, 2002 19:27
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That normally shouldn't happen. And I'm quite sure that your problem comes from another part of code, since the above lines shouldn't make any problems at all.

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BeitragVerfasst: Fr Jul 23, 2004 17:12 
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Registriert: Mi Jul 21, 2004 22:39
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the only other bit of code that seems to b accessed that has a reference to the multitexture varible is:

Code:
  1. if MultiTexture then begin
  2.     glActiveTexture(GL_TEXTURE1);
  3.     glDisable(GL_TEXTURE_2D);
  4.     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  5.     glActiveTexture(GL_TEXTURE0);
  6.     glDisable(GL_TEXTURE_2D);
  7. end;
  8.  


The only difference being the glDisableClientState line.(which could actualy be removed)

EDIT: looks like glDisableClientState(GL_TEXTURE_COORD_ARRAY); is giving an error. Open gl error being "No Error"(makes loads of sence that one)

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