Demo Crashes in Visual C++

Official forum for the Chipmunk2D Physics Library.
Post Reply
Paragon
Posts: 3
Joined: Wed Oct 09, 2013 12:05 am
Contact:

Demo Crashes in Visual C++

Post by Paragon »

I have visual studio 2010 installed, I also have visual studio 2012 express installed, normally this does not cause any issues. However, I attempted to build the demo solution using Visual studio 2010 and got a compilation error:
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt What am i doing wrong?

Reading stack overflow:
http://stackoverflow.com/questions/1226 ... or-corrupt lead me to attempt to compile using visual studio 2012.

Compiling in visual studio 2012 works and allows me to build and run the demo program, but I get an Memory Access Exception in ChipmunkDebugDraw.c line 134: glGenVertexArrayAPPLE(1,&vao);

what should i do?
User avatar
slembcke
Site Admin
Posts: 4166
Joined: Tue Aug 14, 2007 7:13 pm
Contact:

Re: Demo Crashes in Visual C++

Post by slembcke »

So I was using GLEW which should have been mapping the Apple VAO extension to regular VAOs. (It was lazy, but easier than dealing with OS differences in VAOs and GL 3.x support). I only tested it on one system under VMWare though... So drivers may have thrown a wrench into that. I merged a patch to fix that yesterday though. Chipmunk 6.2.1 fixes that.
Can't sleep... Chipmunks will eat me...
Check out our latest projects! -> http://howlingmoonsoftware.com/wordpress/
aisman
Posts: 145
Joined: Tue Mar 04, 2008 2:21 am
Contact:

Re: Demo Crashes in Visual C++

Post by aisman »

6.2.1 demos working on Windows with VS2012 now.
Thanks.
Chipmunk4PB: The fastest way to write games together with PureBasic and the Chipmunk physics engine.
User avatar
slembcke
Site Admin
Posts: 4166
Joined: Tue Aug 14, 2007 7:13 pm
Contact:

Re: Demo Crashes in Visual C++

Post by slembcke »

Huh... I wonder if the Apple VAO functions were working because VWMare actually just calls directly through to OS X's GL implementation. I had always assumed that it was buffered and deferred like the D3D was, but maybe not?
Can't sleep... Chipmunks will eat me...
Check out our latest projects! -> http://howlingmoonsoftware.com/wordpress/
Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests