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Segmentation fault on glGetString()

Started by April 16, 2005 11:26 PM
1 comment, last by JTippetts 19 years, 4 months ago
Well the good news is that after hours of locating and compiling CodeBlocks/GLFW/Devil/Setting up my project/Other Linux BS/etc, i managed to compile my framework! 1)However when i run a simple proggy with it, i get a segmentation fault. I looked up my log file and my source code which points all fingers to glGetString(GL_VENDOR); So far i have not played any games on Linux so i don't even know if there is any hardware acceleration. But im pretty sure i read somewhere that Ubuntu automatically installs ATI drivers if it detects the hardware. On Google, it appears to be pretty common as well but i cant seem to find a solution. 2)Im also using the MESA-dev package and linking to the libGL.a/libGL.so provided by that package, so will i still get hardware acceleration? Or will i have to link to ATI's GL.so/GL.a(Whereever in the world they may be)? Does that mean that if i were to distribute this prog to other linux users, they will require the src code in order to compile and link to their gfx card vendor's GL.a/GL.so?
I get the segmentation fault error when a file is missing, or was an error while reading it..

But since i dont know what you are trying to do.. I cant help any further.
---------------------------------Team Sourcerers lead developer [http://sourcerers.org]http://www.linux-reactor.com/ where linux elements react.
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You need to link to the OpenGL .so provided by your graphics drivers if you want acceleration. It's entirely possible, too, that your segfault is coming from the Mesa version of glGetString() that's being called. And as long as you're linking to GL .so libraries, you don't need to distribute source code. As long as the user's machine has a GL .so in the standard path somewhere it'll be used.

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