3

プログラムは正常にビルドされます。

1>------ Rebuild All started: Project: 6E test, Configuration: Release Win32 ------
1>  example1.cpp
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\Angel.h(65): warning C4305: 'initializing' : truncation from 'double' to 'const GLfloat'
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(698): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(699): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(700): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(721): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(723): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(726): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(742): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>  InitShader.cpp
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\Angel.h(65): warning C4305: 'initializing' : truncation from 'double' to 'const GLfloat'
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(698): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(699): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(700): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(721): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(723): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(726): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>c:\users\niklas\downloads\6e_example1_vc10\6e test\code\mat.h(742): warning C4244: '=' : conversion from 'double' to 'GLfloat', possible loss of data
1>..\CODE\InitShader.cpp(10): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1>          C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\include\stdio.h(218) : see declaration of 'fopen'
1>  Generating code
1>  Finished generating code
1>  6E test.vcxproj -> C:\Users\Niklas\Downloads\6E_example1_VC10\6E test\Release\6E test.exe
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

しかし、実行時にクラッシュします。

C:\Users\Niklas\Downloads\6E_example1_VC10\6E test\Release\6E test.exe
 OpenGL >2.1 context requested but wglCreateContextAttribsARB is not available
Falling back to legacy context creation


'6E test.exe' (Win32): Loaded 'C:\Users\Niklas\Downloads\6E_example1_VC10\6E test\Release\6E test.exe'. Symbols loaded.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Users\Niklas\Downloads\6E_example1_VC10\6E test\Release\glew32.dll'. Module was built without symbols.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110.dll'. Symbols loaded.
'6E test.exe' (Win32): Loaded 'C:\Users\Niklas\Downloads\6E_example1_VC10\6E test\Release\freeglut.dll'. Symbols loaded.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\opengl32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110.dll'. Symbols loaded.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110d.dll'. Symbols loaded.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\glu32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ddraw.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dciman32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\PROGRA~2\McAfee\SITEAD~1\sahook.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'. Cannot find or open the PDB file.
'6E test.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
First-chance exception at 0x00000000 in 6E test.exe: 0xC0000005: Access violation executing location 0x00000000.
Unhandled exception at 0x7747BDA1 in 6E test.exe: 0xC0000005: Access violation executing location 0x00000000.
The program '[7868] 6E test.exe' has exited with code 0 (0x0).

Unhandled exception at 0x7747BDA1 in 6E test.exe: 0xC0000005: Access violation executing location 0x00000000.

何ができるでしょうか?デバッグを手伝ってもらえますか? このプログラムは、私が Visual Studio 2012 でビルドした OpenGL C プログラムの例です。

// Two-Dimensional Sierpinski Gasket       
// Generated using randomly selected vertices and bisection

#include "Angel.h"

const int NumPoints = 5000;

//----------------------------------------------------------------------------

void
init( void )
{

    vec2 points[NumPoints];

    // Specifiy the vertices for a triangle
    vec2 vertices[3] = {
        vec2( -1.0, -1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, -1.0 )
    };

    // Select an arbitrary initial point inside of the triangle
    points[0] = vec2( 0.25, 0.50 );

    // compute and store N-1 new points
    for ( int i = 1; i < NumPoints; ++i ) {
        int j = rand() % 3;   // pick a vertex at random

        // Compute the point halfway between the selected vertex
        //   and the previous point
        points[i] = ( points[i - 1] + vertices[j] ) / 2.0;
    }

    // Create a vertex array object
    GLuint vao;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );

    // Create and initialize a buffer object
    GLuint buffer;
    glGenBuffers( 1, &buffer );
    glBindBuffer( GL_ARRAY_BUFFER, buffer );
    glBufferData( GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW );

    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader21.glsl", "fshader21.glsl" );
    glUseProgram( program );

    // Initialize the vertex position attribute from the vertex shader
    GLuint loc = glGetAttribLocation( program, "vPosition" );
    glEnableVertexAttribArray( loc );
    glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0,
                           BUFFER_OFFSET(0) );

    glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white background
}

//----------------------------------------------------------------------------

void
display( void )
{
    glClear( GL_COLOR_BUFFER_BIT );     // clear the window
    glDrawArrays( GL_POINTS, 0, NumPoints );    // draw the points
    glFlush();
}

//----------------------------------------------------------------------------

void
keyboard( unsigned char key, int x, int y )
{
    switch ( key ) {
    case 033:
        exit( EXIT_SUCCESS );
        break;
    }
}

//----------------------------------------------------------------------------

int
main( int argc, char **argv )
{

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA );
    glutInitWindowSize( 512, 512 );

    // If you are using freeglut, the next two lines will check if 
    // the code is truly 3.2. Otherwise, comment them out

     glutInitContextVersion( 3, 1 );
     glutInitContextProfile( GLUT_CORE_PROFILE );

    glutCreateWindow( "Sierpinski Gasket" );




    glewInit();

    init();

    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    glutMainLoop();
    return 0;
}

デバッグする方法は?

アップデート

プログラムをクラッシュさせるのは行glutCreateWindowです。このようにコメントアウトすると、スタックトレースだけでなくウィンドウも表示されなくなります。

int
main( int argc, char **argv )
{

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA );
    glutInitWindowSize( 512, 512 );

    // If you are using freeglut, the next two lines will check if 
    // the code is truly 3.2. Otherwise, comment them out

     glutInitContextVersion( 3, 1 );
     glutInitContextProfile( GLUT_CORE_PROFILE );
     /*
    glutCreateWindow( "Sierpinski Gasket" );




    glewInit();

    init();

    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    glutMainLoop();*/
    return 0;
}

更新 2

以下は VS 2012 でビルドされますが、プログラムを実行しようとするとランタイム例外が発生します。私はそれがうまくいくと思うし、私はC ++を一緒にリンクする初心者です。

`// Two-Dimensional Sierpinski Gasket       
// Generated using randomly selected vertices and bisection

#include "Angel.h"

const int NumPoints = 5000;

//----------------------------------------------------------------------------

void
init( void )
{

    vec2 points[NumPoints];

    // Specifiy the vertices for a triangle
    vec2 vertices[3] = {
        vec2( -1.0, -1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, -1.0 )
    };

    // Select an arbitrary initial point inside of the triangle
    points[0] = vec2( 0.25, 0.50 );

    // compute and store N-1 new points
    for ( int i = 1; i < NumPoints; ++i ) {
        int j = rand() % 3;   // pick a vertex at random

        // Compute the point halfway between the selected vertex
        //   and the previous point
        points[i] = ( points[i - 1] + vertices[j] ) / 2.0;
    }

    // Create a vertex array object
    GLuint vao;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );

    // Create and initialize a buffer object
    GLuint buffer;
    glGenBuffers( 1, &buffer );
    glBindBuffer( GL_ARRAY_BUFFER, buffer );
    glBufferData( GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW );

    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader21.glsl", "fshader21.glsl" );
    glUseProgram( program );

    // Initialize the vertex position attribute from the vertex shader
    GLuint loc = glGetAttribLocation( program, "vPosition" );
    glEnableVertexAttribArray( loc );
    glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0,
                           BUFFER_OFFSET(0) );

    glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white background
}

//----------------------------------------------------------------------------

void
display( void )
{
    glClear( GL_COLOR_BUFFER_BIT );     // clear the window
    glDrawArrays( GL_POINTS, 0, NumPoints );    // draw the points
    glFlush();
}

//----------------------------------------------------------------------------

void
keyboard( unsigned char key, int x, int y )
{
    switch ( key ) {
    case 033:
        exit( EXIT_SUCCESS );
        break;
    }
}

//----------------------------------------------------------------------------

int
main( int argc, char **argv )
{

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA );
    glutInitWindowSize( 512, 512 );

    // If you are using freeglut, the next two lines will check if 
    // the code is truly 3.2. Otherwise, comment them out

     glutInitContextVersion( 3, 1 );
     glutInitContextProfile( GLUT_CORE_PROFILE );
      glutInitWindowPosition( 0, 0 );
    glutCreateWindow( "Sierpinski Gasket" );




    glewInit();

    init();

    //glutDisplayFunc( display );
    //glutKeyboardFunc( keyboard );

    glutMainLoop();
    return 0;
}

Angel.hファイルは次のとおりです。

//////////////////////////////////////////////////////////////////////////////
//
//  --- Angel.h ---
//
//   The main header file for all examples from Angel 6th Edition
//
//////////////////////////////////////////////////////////////////////////////

#ifndef __ANGEL_H__
#define __ANGEL_H__

//----------------------------------------------------------------------------
// 
// --- Include system headers ---
//

#include <cmath>
#include <iostream>

//  Define M_PI in the case it's not defined in the math header file
#ifndef M_PI
#  define M_PI  3.14159265358979323846
#endif

//----------------------------------------------------------------------------
//
// --- Include OpenGL header files and helpers ---
//
//   The location of these files vary by operating system.  We've included
//     copies of open-soruce project headers in the "GL" directory local
//     this this "include" directory.
//

#ifdef __APPLE__  // include Mac OS X verions of headers
#  include <OpenGL/OpenGL.h>
#  include <GLUT/glut.h>
#else // non-Mac OS X operating systems
#  include <GL/glew.h>
// #  include <GL/glut.h>
#  include <GL/freeglut.h>
#  include <GL/freeglut_ext.h>

#endif  // __APPLE__

// Define a helpful macro for handling offsets into buffer objects
#define BUFFER_OFFSET( offset )   ((GLvoid*) (offset))

//----------------------------------------------------------------------------
//
//  --- Include our class libraries and constants ---
//

namespace Angel {

//  Helper function to load vertex and fragment shader files
GLuint InitShader( const char* vertexShaderFile,
           const char* fragmentShaderFile );

//  Defined constant for when numbers are too small to be used in the
//    denominator of a division operation.  This is only used if the
//    DEBUG macro is defined.
const GLfloat  DivideByZeroTolerance = GLfloat(1.0e-07);

//  Degrees-to-radians constant 
const GLfloat  DegreesToRadians = M_PI / 180.0;

}  // namespace Angel

#include "vec.h"
#include "mat.h"
#include "CheckError.h"

#define Print(x)  do { std::cerr << #x " = " << (x) << std::endl; } while(0)

//  Globally use our namespace in our example programs.
using namespace Angel;

#endif // __ANGEL_H__

アップデート 3

ここで提供された答えで私にとってはうまくいきますが、Angel.h.

ここに画像の説明を入力

更新 4

でそれを行う方法を見つけましたAngel.h。彼らの方法は、 to を再コード化してInitShader.cppからInitShader.h、1 つの .cpp ファイルだけをインクルードすることです。

/* sierpinski gasket using vertex buffer objects */

#include <GL/glew.h>
#include <GL/freeglut.h>
#include <vector>
#include <iostream>
#include "InitShader.h"
//////////////////////////////////////////////////////////////////////////////
//
//  --- Angel.h ---
//
//   The main header file for all examples from Angel 6th Edition
//
//////////////////////////////////////////////////////////////////////////////

#ifndef __ANGEL_H__
#define __ANGEL_H__

//----------------------------------------------------------------------------
// 
// --- Include system headers ---
//

#include <cmath>
#include <iostream>

//  Define M_PI in the case it's not defined in the math header file
#ifndef M_PI
#  define M_PI  3.14159265358979323846
#endif

//----------------------------------------------------------------------------
//
// --- Include OpenGL header files and helpers ---
//
//   The location of these files vary by operating system.  We've included
//     copies of open-soruce project headers in the "GL" directory local
//     this this "include" directory.
//

#ifdef __APPLE__  // include Mac OS X verions of headers
#  include <OpenGL/OpenGL.h>
#  include <GLUT/glut.h>
#else // non-Mac OS X operating systems
#  include <GL/glew.h>
// #  include <GL/glut.h>
#  include <GL/freeglut.h>
#  include <GL/freeglut_ext.h>

#endif  // __APPLE__

// Define a helpful macro for handling offsets into buffer objects
#define BUFFER_OFFSET( offset )   ((GLvoid*) (offset))

//----------------------------------------------------------------------------
//
//  --- Include our class libraries and constants ---
//

namespace Angel {

//  Helper function to load vertex and fragment shader files
//GLuint InitShader( const char* vertexShaderFile,
    //     const char* fragmentShaderFile );

//  Defined constant for when numbers are too small to be used in the
//    denominator of a division operation.  This is only used if the
//    DEBUG macro is defined.
const GLfloat  DivideByZeroTolerance = GLfloat(1.0e-07);

//  Degrees-to-radians constant 
const GLfloat  DegreesToRadians = M_PI / 180.0;

}  // namespace Angel

#include "vec.h"
#include "mat.h"
#include "CheckError.h"

#define Print(x)  do { std::cerr << #x " = " << (x) << std::endl; } while(0)

//  Globally use our namespace in our example programs.
using namespace Angel;

#endif // __ANGEL_H__



const int NumPoints = 5000;

//----------------------------------------------------------------------------

void
init( void )
{

    vec2 points[NumPoints];

    // Specifiy the vertices for a triangle
    vec2 vertices[3] = {
        vec2( -1.0, -1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, -1.0 )
    };

    // Select an arbitrary initial point inside of the triangle
    points[0] = vec2( 0.25, 0.50 );

    // compute and store N-1 new points
    for ( int i = 1; i < NumPoints; ++i ) {
        int j = rand() % 3;   // pick a vertex at random

        // Compute the point halfway between the selected vertex
        //   and the previous point
        points[i] = ( points[i - 1] + vertices[j] ) * 0.5;
    }

    // Create a vertex array object
    GLuint vao;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );

    // Create and initialize a buffer object
    GLuint buffer;
    glGenBuffers( 1, &buffer );
    glBindBuffer( GL_ARRAY_BUFFER, buffer );
    glBufferData( GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW );

    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader21.glsl", "fshader21.glsl" );
    glUseProgram( program );

    // Initialize the vertex position attribute from the vertex shader
    GLuint loc = glGetAttribLocation( program, "vPosition" );
    glEnableVertexAttribArray( loc );
    glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0,
                           BUFFER_OFFSET(0) );

    glClearColor( 1.0, 1.0, 1.0, 1.0 ); // white background
}

//----------------------------------------------------------------------------

void
display( void )
{
    glClear( GL_COLOR_BUFFER_BIT );     // clear the window
    glDrawArrays( GL_POINTS, 0, NumPoints );    // draw the points
    glFlush();
}

//----------------------------------------------------------------------------

void
keyboard( unsigned char key, int x, int y )
{
    switch ( key ) {
    case 033:
        exit( EXIT_SUCCESS );
        break;
    }
}

//----------------------------------------------------------------------------

int
main( int argc, char **argv )
{

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA );
    glutInitWindowSize( 512, 512 );

    // If you are using freeglut, the next two lines will check if 
    // the code is truly 3.2. Otherwise, comment them out

     glutInitContextVersion( 3, 1 );
     glutInitContextProfile( GLUT_CORE_PROFILE );

    glutCreateWindow( "Sierpinski Gasket" );




    glewInit();

    init();

    glutDisplayFunc( display );
    glutKeyboardFunc( keyboard );

    glutMainLoop();
    return 0;
}

ここに画像の説明を入力

4

2 に答える 2

0

私にとってうまくいったのは、ダウンロードしたプロジェクトを VS 2010 から VS 2012 に変換する代わりに、Angel をリファクタリングして完全に新しいプロジェクトを作成することでしたInitShader.cppInitShader.h

于 2013-06-09T16:13:43.477 に答える