Crash on glShaderSource?

Hello, everybody
I met a weird problem. I initialized the shader, and the code works well in the VS.2005 release mode. But, it will cash when I run it as a .exe file.

I initialized it like this:
char *vs = NULL;
const char *use_vs = NULL;
program = glCreateProgram();
vs = textFileRead(“shadowmap.vert”);
use_vs = vs;

GLuint vShader = glCreateShader(GL_VERTEX_SHADER);//If I remove this line, the code will work well without crash.
glShaderSource(vShader, 1, &use_vs, NULL);
glAttachShader(program, vShader);

char* textFileRead(const GLchar *filename)
FILE *fp;
char *content = NULL;

int count=0;

if (filename != NULL) {
	fp = fopen(filename,"rt");

	if (fp != NULL) {
  fseek(fp, 0, SEEK_END);
  count = ftell(fp);

		if (count > 0) {
			content = new char[sizeof(char) * (count+1)];
			count = fread(content,sizeof(char),count,fp);
			content[count] = '\0';
return content;


#version 120
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D posTex;
uniform sampler2D quatTex;
const float PI = 3.1415926;
void main(void)
{ = +;
gl_Position = gl_ModelViewProjectionMatrix * rotatedPos;
gl_FrontColor = gl_Color;
Thanks very much!

You’re allocating the char buffer with new and freeing it with free(), which is never good. Try delete[] vs instead.

Thanks so much!
I tried to use delete []vs instead of free(vs), but still has crash. I have no idea.

I’d bet that file textFileRead() returns NULL because the file “shadowmap.vert” is not found. (not in current working directory)

Exactly correct!
Thanks very much!
I’m so careless.

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