Crash during java error reporting, happens at "J org.lwjgl.opengl.GL11.nglBind"

Log is here: http://pastebin.com/4sgBXZhe

I cant seem to stop this crash from occurring. The code that binds the texture looks like this:

public void render() {
      
      glPushMatrix();
      
      
      
      glTranslatef(_position.getX(), _position.getY(), _position.getZ());
      
      glRotatef(_rotation.getX(), 1.0f, 0.0f, 0.0f);
      glRotatef(_rotation.getY(), 0.0f, 1.0f, 0.0f);
      glRotatef(_rotation.getZ(), 0.0f, 0.0f, 1.0f);
      
      glScalef(_scale, _scale, _scale);
      
      _texture.bind();
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      glCallList(_listID);
      
      for(Object3D model : _children)
      {
         model.render();
      }
      
      glPopMatrix();
}

Okay, just removed the call to _texture.bind(); expecting something to the effect of “well, the last bound texture should be drawn all over my models”. No such issue. Models draw perfectly, and the crash doesn’t occur any more. Looks like some additional learning might be necessary.

This crash should never occur; you have broken video drivers (oh, look, ATI, surprise surprise). Might be fixable just by finding newer ones. Or buying Nvidia and never going near ATI again.

Cas :slight_smile:

Off topic: Wait for Kepler.

Offtopic: Anyone interested in buying a lightly used GTX 580? I want to be first in line for a Kepler ;D

If it fits my laptop I’d give an arm for it. >_>

Alright, please make a clean cut and make sure the arm is well packaged when sending :wink: