由于文件EXCEPTION_ACCESS_VIOLATION
中的ig7icd64.dll
,我的程序崩溃了。
我正在使用LWJGL库和在此处找到的一些外部jar创建一个简单的项目:https://github.com/CodingAP/LWJGL-3-Tutorial.git(仅使用slick-util3),并且从资源文件('.png')加载纹理时,程序崩溃。
我有很多使用大量GLXX.gl [function_name_here]的类, 但我会解释为什么我不列出所有这些原因。
我用Window类创建一个窗口,该窗口只设置了GLFW上下文并可以正常工作。
我有一个Model类,它由UntexturedModel和TexturedModel扩展。这些将设置VertexArrays和VertexBuffers并正常运行。 我什至有一个Shader类,可以读取两个着色器文件并正确应用它们。
public class UntexturedModel extends Model {
private int vertexArrayID, vertexBufferID, indicesBufferID, vertexCount;
public UntexturedModel(float[] vertices, int[] indices) {
vertexArrayID = super.createVertexArray();
indicesBufferID = super.bindIndicesBuffer(indices);
vertexBufferID = super.storeData(0, 3, vertices);
vertexCount = indices.length;
GL30.glBindVertexArray(0);
}
public void destroy () {
GL30.glDeleteVertexArrays(vertexArrayID);
GL15.glDeleteBuffers(vertexBufferID);
GL15.glDeleteBuffers(indicesBufferID);
}
// I have not included the getters for the IDs due to the space available
}
这扩展了下面的Model类:
public class Model {
protected int createVertexArray() {
int vertexArrayID = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vertexArrayID);
return vertexArrayID;
}
protected int storeData (int attributeNumber, int coordSize, float[] data) {
FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length);
buffer.put(data);
buffer.flip();
int bufferID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
return bufferID;
}
protected int bindIndicesBuffer (int[] indices) {
IntBuffer buffer = BufferUtils.createIntBuffer(indices.length);
buffer.put(indices);
buffer.flip();
int bufferID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, bufferID);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
return bufferID;
}
}
TexturedModel本质上与UntexturedModel相同,但是具有一个额外的float [] textureCoords,它是使用storeData(1、2,textureCoords)添加的;它还具有使用外部罐子的Material属性:
public class Material {
private int textureID;
public Material (String file) {
try {
textureID = TextureLoader.getTexture("png", new FileInputStream("res/" + file)).getTextureID();
// Possible error location: TextureLoader is an external jar
} catch (IOException e) {
System.err.println("Error: Couldn't load texture");
System.exit(-1);
}
}
public void destroy () {
GL11.glDeleteTextures(textureID);
}
// I'm ignoring getters once again
}
即使对于着色器文件,使用UntexturedModel类也可以正常工作。我将在下面包括BasicShader和Shader类:
public abstract class Shader {
private int vertexShaderID, fragmentShaderID, programID;
private String vertexFile, fragmentFile;
public Shader (String vertexFile, String fragmentFile) {
this.vertexFile = vertexFile;
this.fragmentFile = fragmentFile;
}
public void create () {
programID = GL20.glCreateProgram();
vertexShaderID = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(vertexShaderID, readFile(vertexFile));
GL20.glCompileShader(vertexShaderID);
if (GL20.glGetShaderi(vertexShaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.err.println("Error: Vertex Shader - " + GL20.glGetShaderInfoLog(vertexShaderID));
}
fragmentShaderID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(fragmentShaderID, readFile(fragmentFile));
GL20.glCompileShader(fragmentShaderID);
if (GL20.glGetShaderi(fragmentShaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.err.println("Error: Fragment Shader - " + GL20.glGetShaderInfoLog(fragmentShaderID));
}
GL20.glAttachShader(programID, vertexShaderID);
GL20.glAttachShader(programID, fragmentShaderID);
GL20.glLinkProgram(programID);
if (GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
System.err.println("Error: Program Linking - " + GL20.glGetShaderInfoLog(programID));
}
GL20.glValidateProgram(programID);
if (GL20.glGetProgrami(programID, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
System.err.println("Error: Program Validation - " + GL20.glGetShaderInfoLog(programID));
}
}
public abstract void bindAllAttributes();
public void bindAttribute (int index, String location) {
GL20.glBindAttribLocation(programID, index, location);
}
public void bind () {
GL20.glUseProgram(programID);
}
public void destroy () {
GL20.glDetachShader(programID, vertexShaderID);
GL20.glDetachShader(programID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(programID);
}
private String readFile (String path) {
BufferedReader reader;
StringBuilder builder = new StringBuilder();
try {
reader = new BufferedReader(new FileReader(path));
String line = reader.readLine();
while (line != null) {
builder.append(line + '\n');
line = reader.readLine();
}
} catch (IOException e) {
System.err.println("Error: Exception while reading from file");
}
return builder.toString();
}
}
public class BasicShader extends Shader {
private static final String VERTEX_FILE = ".\\src\\shaders\\basicVertexShader.vs";
private static final String FRAGMENT_FILE = ".\\src\\shaders\\basicFragmentShader.fs";
public BasicShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
public void bindAllAttributes () {
super.bindAttribute(0, "position");
super.bindAttribute(1, "textCoords");
}
}
我已经测试了着色器文件(basicVertexShader.vs和basicFragmentShader.fs),它们可以按预期工作。
我尝试了以下方法: 查看.dll文件是否已删除。 重新安装Java(包括jdk和jre) 重新安装Eclipse 英特尔建议的版本将Graohics驱动程序更新为
我正在使用Windows 10和Lenovo Thinkpad。
如果需要任何其他信息,请询问下面。
更新:
堆栈:[0x0000000002b10000,0x0000000002c10000],sp = 0x0000000002c0bf40,可用空间= 1007k 本机框架:(J =编译的Java代码,j =解释的,Vv = VM代码,C =本机代码)
C [ig7icd64.dll + 0x933b0]
C [ig7icd64.dll + 0x17b4b2]
C [ig7icd64.dll + 0x215514]
C [ig7icd64.dll + 0x6d1ee]
C [ig7icd64.dll + 0x243745]
C [ig7icd64.dll + 0x92555]
C [ig7icd64.dll + 0x2a3af8]
C [ig7icd64.dll + 0x2a3e09]
C [ig7icd64.dll + 0x2a57ba]
C 0x0000000002d88c67
Java框架:(J =编译后的Java代码,j =解释后的Vv = VM代码)
j org.lwjgl.opengl.GL11C.nglDrawElements(IIIJ)V + 0
j org.lwjgl.opengl.GL11C.glDrawElements(IIIJ)V + 4
j org.lwjgl.opengl.GL11.glDrawElements(IIIJ)V + 4
j render.Renderer.renderTexturedModel(Lrender / TexturedModel;)V + 43(Renderer是只执行glDrawElements()函数的类;没什么特别的)
j main.Main.main([Ljava / lang / String;)V + 191
v〜StubRoutines :: call_stub
更新: 我解决了这个问题。它位于Model.storeData()中。我不使用attributeNumber或coordSize。关闭
答案 0 :(得分:0)
[关闭]正如您在上次编辑中看到的那样,我的错误出在Model
类中。我实际上并没有在index
函数中使用size
和storeData()
参数,这意味着我试图将数组存储在同一列表中,因此程序崩溃了。谢谢大家。