glewInit() Failed, OpenGL App

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I'm trying to build an OpenGL App with glew/glfw. I've downloaded the binaries, placed them in the root of my folder, added the paths to the include and lib directories and told my project to require glew32.lib, GLFW.lib and opengl32.lib.

I even copied glew32.lib to the root directory because my project couldn't see it.

I must keep all the dependencies in the project directory since I will be distributing this. I'm at a loss.

Now when I run my program, it fails at glewInit()

This is my implementation so far:

#include "Common.h"

GameEngine::GameEngine()
{
    InitWithSize(1024, 768);
    InitInput();
}

void GameEngine::InitWithSize(int _width, int _height)
{
    try {
        // Initialise GLFW
        if( !glfwInit() )
            throw std::exception("Failed to initialize GLFW\n");

        //glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); 
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
        glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

        // Open a window and create its OpenGL context
        if( !glfwOpenWindow( _width, _height, 0,0,0,0, 32,0, GLFW_WINDOW ) ) 
            throw std::exception("Failed to initialize GLFW\n");


        glfwSetWindowTitle( "Tutorial 01" );

        // Initialize GLEW
        if (glewInit() != GLEW_OK)
            throw std::exception("Failed to initialize GLEW\n");


    } catch ( std::system_error const& err) {
        fprintf(stdout, "System Error: %s", err.what());
        glfwTerminate(); // Free glfw if it has been allocated
        // Try Again
        this->InitWithSize(_width, _height);
    } catch( std::exception const& err) {
        fprintf(stdout, "Exception Found: %s", err.what());
    } catch ( ... ) {
        fprintf(stdout,"Unknown Exception Occurred\n");
    }
}

void GameEngine::InitInput()
{
        // Ensure we can capture the escape key being pressed below
        glfwEnable( GLFW_STICKY_KEYS );
}

void GameEngine::StartGameLoop()
{
    do{
            // Draw nothing, see you in tutorial 2 !

            // Swap buffers
            glfwSwapBuffers();

        } // Check if the ESC key was pressed or the window was closed
        while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
            glfwGetWindowParam( GLFW_OPENED ) );
}


void GameEngine::InitTestData()
{
    // An array of 3 vectors which represents 3 vertices
    static const GLfloat g_vertex_buffer_data[] = {
        -1.0f, -1.0f, 0.0f,
        1.0f, -1.0f, 0.0f,
        0.0f,  1.0f, 0.0f,
    };

}

With my Common Header:

#ifndef _COMMON_H
#define _COMMON_H

// OpenGL Libraries
#define GLEW_STATIC
//#pragma comment(lib, "glew32.lib")
#include <GL\glew.h>
#include <GL\glfw.h>

// Core Libraries
#include <Windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <map>
#include <string>
#include <fstream>

// C++ 11 Libraries
#include <memory>
#include <exception>
#include <thread>
#include <chrono>

// Manager Classes
#include "ThreadManager.h"
#include "GameEngine.h"
#include "ShaderManager.h"

// Lesser Classes
#include "Shader.h"

#endif

I know this answer comes a bit late, but I don't see you making the OpenGL context current by calling glfwMakeContextCurrent(window). You have to do that before calling glewInit()

glewInit() Fail and OpenGL error 1282, You're checking window creation failure too lately, and you're attempting to call GL functions without active GL context. Both are wrong. I have the same issue, were you able to solve it? See the reply here: https://stackoverflow.com/questions/49691908/failed-glewinit-missing-gl-version

If no error is returned from glewInit() it returns 0. For some reason the return wasn't comparing well to GLEW_OK but if the value is anything but 0, there's an error.

if(glewInit()) {

  //Handle Error

}

glewInit() Failed, OpenGL App - opengl - html, Now when I run my program, it fails at glewInit() This is my implementation so far: #include "Common.h" GameEngine::GameEngine() { InitWithSize(1024, 768);� I began to study OpenGL on the course.Download glew-2.1.0(64) and glfw-3.2.1(64). Like everything connected and IDE not swear but initialization produces the following output in the command line: E

You are using Core OpenGL version 3.3 so you must specify you are using "new" and by GLEW terms "experimental" API. Add this line before calling glewInit();

glewExperimental=GL_TRUE;

Here is a complete init code from my engine .It is for 4.2 but should work the same for you:

 void Engine::InitWithGLFW(){
    if(!glfwInit()){
        exit(EXIT_FAILURE);
    }
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    //glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
    glfwOpenWindowHint(GLFW_FSAA_SAMPLES,4);
    glfwDisable(GLFW_AUTO_POLL_EVENTS);

 #ifdef DEBUG
    glfwOpenWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
 #endif

    if(!glfwOpenWindow(_width,_height,8, 8, 8, 8, 24, 8,GLFW_WINDOW)){
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetWindowTitle("XDEngine V-1.0");
    InitGlew();
 }

 void Engine::InitGlew(){
    glewExperimental=GL_TRUE;
    GLenum err = glewInit(); 

    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));

    }

    fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
    glEnable (GL_BLEND);
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glEnable(GL_MULTISAMPLE);
    glEnable(GL_DEPTH_CLAMP);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glfwSetWindowSizeCallback(Reshape);
 }

help: glewInit() fails in GLX + xlib app - OpenGL: Linux, Before it does much of anything else, and certainly before it calls any xlib, GLX or OpenGL functions, my program calls glewInit()… which� Dismiss Join GitHub today. GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.

I had a similar problem and finally got the solution on opengl.org. It seems that GLEW developers haven't fixed a core context problem yet. Though there is a quite easy solution:

  glewExperimental=TRUE;
  GLenum err=glewInit();
  if(err!=GLEW_OK)
  {
    //Problem: glewInit failed, something is seriously wrong.
    cout<<"glewInit failed, aborting."<<endl;
  }

HTH

glewInit() fehlgeschlagen, OpenGL App, F�gen Sie diese Zeile hinzu, bevor Sie glewInit() aufrufen. GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously � The final reason why glewInit may fail is if your OpenGL implementation is GL 1.0 only (no modern GL implementation - not even the software implementation on Windows - is 1.0, but IIRC it will fail this check on an original 3DFX Voodoo graphics from 1996). In this case it will return GLEW_ERROR_GL_VERSION_10_ONLY. Otherwise glewInit will succeed.

Compare the glewInit() return type with GLenum

if (glewInit() != GLEW_OK) {
    printf("glew initialization failed!");
}

Glew isn't initializing, The final reason why glewInit may fail is if your OpenGL the basic GLEW documentation, if glewInit() doesn't succeed, it returns an error code. Is there another way to initialize glew successfully (by glewInit(), without an no-gl-version-error) beside the way using glut to create a window. I need to init glew for a library in that no window cration function exists. But of course I have access to the handle of that certain window where the program is supposed to run in. Any ideas? Thx

Tôi đang cố gắng xây dựng một ứng dụng OpenGL với glew/glfw. Tôi đã tải xuống các tệp nhị phân, đặt chúng trong thư mục gốc của thư mục của tôi, thêm đường dẫn vào thư mục include và lib và nói với dự

The OpenGL Extension Wrangler Library. The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file.

Dealing with a curious issue. &nbsp; I have three projects in Visual Studio (each in separate solutions) &nbsp; 1. glfx0.70 (an OpenGL shader creation library available here. It compiles to a static library 'glfx.lib') 2. my project (a fairly sophisticated game engine). 3. a tutorial project (a barebone opengl application that draws a triangle, that I got here ) &nbsp; My objective is to get

Comments
  • Maybe put your code? I don't see any real errors in that log, just a notification that the program finished executing. You can ignore all the PDB symbols lines.
  • glewInit() actually returns an error code you can use with glewGetErrorString. See glew.sourceforge.net/basic.html