I just started using the OpenGL SDK, and have been running into an issue. Even with a basic project, I am getting an unhandled exception when the LoadFunctions() method is called.
I have followed the debug trail to the ParseVersionFromString() method.
The value for (const char*)_funcptr_glGetString(GL_VERSION)) is being passed in as NULL.
A seemingly valid pointer is being returned from IntGetProcAddress("glGetString");
_funcptr_glGetString 0x59a93ced {opengl32.dll!_glGetString@4} const unsigned char * (unsigned int) *
I'm using Visual Studio 2012 on Windows 7 64 bit. I'm compiling the library as a 32bit static, and I've tried both release and debug configurations.
Here's my source: (the includes are within < > blocks, but the code highlighting doesn't seem to like that)
Not sure if you solved this already, but you need a OpenGL context for LoadFunctions() to work. So open a window for your platform, open a gl context for this window and then call glload::LoadFunctions();
hope it helps,
wouter
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I just started using the OpenGL SDK, and have been running into an issue. Even with a basic project, I am getting an unhandled exception when the LoadFunctions() method is called.
I have followed the debug trail to the ParseVersionFromString() method.
The value for (const char*)_funcptr_glGetString(GL_VERSION)) is being passed in as NULL.
A seemingly valid pointer is being returned from IntGetProcAddress("glGetString");
_funcptr_glGetString 0x59a93ced {opengl32.dll!_glGetString@4} const unsigned char * (unsigned int) *
I'm using Visual Studio 2012 on Windows 7 64 bit. I'm compiling the library as a 32bit static, and I've tried both release and debug configurations.
Here's my source: (the includes are within < > blocks, but the code highlighting doesn't seem to like that)
Any help would be appreciated.
Last edit: HunterAP 2013-11-06
Not sure if you solved this already, but you need a OpenGL context for LoadFunctions() to work. So open a window for your platform, open a gl context for this window and then call glload::LoadFunctions();
hope it helps,
wouter