I've looked around and apparently I've got the choice between this solution, and my problem was the same as the following:
text,
but I still don't know how to solve this problem.
When I use glClear(GL_COLOR_BUFFER_BIT); in xcode, it will alarm that Thread 1: EXC_BAD_ACCESS (code=1, address=0x0)
, but when I annotate it with "//", the project will work.enter image description here
Thanks in advance!
I try to "//" this code, but it will not clear the window' render.
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
I could repeat the issue with your code. I also checked the suggested solution. you should call gladLoadGLLoader after glfwMakeContextCurrent.
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
// error out
}
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Also it was not a problem with glClear. Any OpenGL call would also cause crash if GL function pointers are not properly initialized.