Segfault in glGenFramebuffers

I get segfaults and can't figure out why. The person I work with compiles and works correctly on an OSX machine. gdb backtrace gives me that it comes from this section of code, specifically from glGenFramebuffers:

    // Render the warped texture mapped triangles to framebuffer
GLuint myFBO;
GLuint myTexture;

glEnable(GL_TEXTURE_2D);
glGenTextures(1, &myTexture);
glBindTexture(GL_TEXTURE_2D, myTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size.width, size.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

glGenFramebuffers(1, &myFBO);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, myFBO);

I am running 12.04 Ubuntu with an Nvidia card using the latest proprietary drivers from Nvidia provided by the OS. I am not very familiar with OpenGL, many of this code are my partners, and it seems to be at a dead end too. If you need more information, I am happy to provide it.

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. OSX glewInit(), glew- - Linux Windows. , , : , glxinfo. OpenGL.

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