As of 23.08.2023 this project continues elsewhere.____A remake to be of the game engine of the well-known computer game "Heroes of Might and Magic III" and its official expansions.
Solution: glDisable (GL_COLOR_ARRAY) for a VBO that is not using it - no matter it is not setting glColorPointer() ever.
Situation:
init() {glEnable (GL_VERTEX_ARRAY)glEnable (GL_TEXTURE_COORD_ARRAY)glEnable (GL_COLOR_ARRAY)glGenBuffersglBindBufferglBufferData}...Render() {glBindBuffer _vbo1_xyz_uvglBindTextureglVertexPointerglTexCoordPointerglDrawArrays}
The above works (as expected) just fine on "linux" on "Mesa 3d" + "amdgpu".
On "windows" I had to glDisable (GL_COLOR_ARRAY) for _vbo1_xyz_uv, or glDrawArrays/glMultiDrawArrays seg-faults.
If there is a reason for it - I fail to see it.
For some unknown reason these two just deny working on "windows":
on "nvidia" - segfault
on "ryzen" - black screen
glGetError() remains silent.
Doesn't fix the issue:
init. the wgl procs using the "SDL2" "Open GL" context
Solution: glDisable (GL_COLOR_ARRAY) for a VBO that is not using it - no matter it is not setting glColorPointer() ever.
0c55f5e1a8a927c9b5546b521866a78d1b99be8d
Solution: glDisable (GL_COLOR_ARRAY) for a VBO that is not using it - no matter it is not setting glColorPointer() ever. Situation:
init() {
glEnable (GL_VERTEX_ARRAY)
glEnable (GL_TEXTURE_COORD_ARRAY)
glEnable (GL_COLOR_ARRAY)
glGenBuffers
glBindBuffer
glBufferData
}
...
Render() {
glBindBuffer _vbo1_xyz_uv
glBindTexture
glVertexPointer
glTexCoordPointer
glDrawArrays
}
The above works (as expected) just fine on "linux" on "Mesa 3d" + "amdgpu". On "windows" I had to glDisable (GL_COLOR_ARRAY) for _vbo1_xyz_uv, or glDrawArrays/glMultiDrawArrays seg-faults. If there is a reason for it - I fail to see it.For some unknown reason these two just deny working on "windows":
glGetError() remains silent.
Doesn't fix the issue: