In my OpenGL program I have two shaders. One renders with textures, and the other renders just solid colors. After compiling and linking a shader, I enable a texture coordinate vertex attribute array depending on weather or not the shader contains the attribute.
//This code is called after the shaders are compiled.
//Get the handles
textureU = glGetUniformLocation(program,"texture");
tintU = glGetUniformLocation(program,"tint");
viewMatrixU = glGetUniformLocation(program,"viewMatrix");
transformMatrixU = glGetUniformLocation(program,"transformMatrix");
positionA = glGetAttribLocation(program,"position");
texcoordA = glGetAttribLocation(program,"texcoord");
//Detect if this shader can handle textures
if(texcoordA < 0 || textureU < 0) hasTexture = false;
else hasTexture = true;
//Enable Attributes
glEnableVertexAttribArray(positionA);
if(hasTexture) glEnableVertexAttribArray(texcoordA);
If I am rendering an item
that is textured, each element in verts
consists of 5 values (x,y,z,tx,ty), but if the item isn't textures, each element in verts
contains only 3 values (x,y,z).
Here is the problem: When the first item
rendered in the GL context does not have a texture, glDrawElements
segfaults! However, if the first item rendered does have a texture, it works fine, and any untextured items after the textured one work fine (that is, until a new context is created).
This chunk of code renders an item
glBindBuffer(GL_ARRAY_BUFFER,engine->vertBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(GLfloat)*item->verts.size(),&item->verts[0],GL_DYNAMIC_DRAW);
item->shader->SetShader();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,engine->elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLuint) * item->indicies.size(),&item->indicies[0],GL_DYNAMIC_DRAW);
if(item->usingTexture)
item->shader->SetTexture(item->texture->handle);
glUniformMatrix4fv(item->shader->transformMatrixU,1,GL_TRUE,&item->matrix.contents[0]);
glUniformMatrix4fv(item->shader->viewMatrixU,1,GL_TRUE,&item->batch->matrix.contents[0]);
glUniform4f(item->shader->tintU,item->color.x,item->color.y,item->color.z,item->color.w);
glDrawElements(GL_TRIANGLES,item->indicies.size(),GL_UNSIGNED_INT,0); //segfault
Here is the function seen above that sets the shader.
glUseProgram(program); currentShader = program;
GLsizei stride = 12;
if(hasTexture) stride = 20;
glVertexAttribPointer(positionA,3,GL_FLOAT,GL_FALSE,stride,0);
if(hasTexture)
glVertexAttribPointer(texcoordA,2,GL_FLOAT,GL_FALSE,stride,(void*)12);
As far as I know, this problem is not apparent on Intel Integrated Graphics, which seem to be quite lenient.
Edit: If it is useful to know, I am using GLFW and GLEW.