Hi Guys,

I am getting a unhandled exception : access violation.

Have been remarking things out...

Still havent fixed it, but this is where I am at:

My program runs for a little while, draws the graphics on screen, but after a few seconds throws the above error.

As you can see above I have remarked out a heap of stuff and it seems to be running ok without crashing.Code :int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { int i; GLfloat radius_1=1.8f; GLfloat radius_2=2.0f; GLfloat radius_3=2.2f; //////////XSENS STUFF ////////////// GetData(); /////////////////////////////////// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-7.0f); //**** Disable texturing glDisable(GL_TEXTURE_2D); // glPushMatrix(); //1 push glRotatef(fOrientationData[0],0.0f,0.0f,1.0f); glTranslatef(0.0f,(fOrientationData[1]/18.0)+0.0f,0.0f); //**** Blue/Brown of Horizon glBegin(GL_QUADS); glColor3f(0.0f, 0.6f, 0.796f); glVertex3f(-6.0f, 18.0f, 0.0f); // Top Left glVertex3f( 6.0f, 18.0f, 0.0f); // Top Right glVertex3f( 6.0, 0.0f, 0.0f); // Bottom Right glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left glColor3f(0.694f, 0.4f, 0.0f); glVertex3f(-6.0f, -18.0f, 0.0f); // Top Left glVertex3f( 6.0f, -18.0f, 0.0f); // Top Right glVertex3f( 6.0f, 0.0f, 0.0f); // Bottom Right glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left glEnd(); //**** Horizon Lines for (lines=-18; lines<19; lines++) { glBegin(GL_LINES); glColor3f(1.0f, 1.0f, 1.0f); // Sets Color White glVertex3f(-6.0f, 0.0f, 0.0f); //Level glVertex3f(6.0f, 0.0f, 0.0f); glVertex3f(-0.75f, lines+1.0f, 0.0f); //10 UP glVertex3f(0.75f, lines+1.0f, 0.0f); glVertex3f(-0.25f, lines+0.75f, 0.0f); // --- glVertex3f(0.25f, lines+0.75f, 0.0f); glVertex3f(-0.5f, lines+0.5f, 0.0f); //---===--- glVertex3f(0.5f, lines+0.5f, 0.0f); glVertex3f(-0.25f, lines+0.25f, 0.0f); // --- glVertex3f(0.25f, lines+0.25f, 0.0f); glEnd(); } /* //***** Font Stuff ****** glPushMatrix(); // 2 push glColor3f(1.0f,1.0f,1.0f); glTranslatef(-1.1f,-0.1f,0.0f); for (i=10;i<90;i=i+10) { stringstream ss; ss << i; glTranslatef(0.0f,1.0f,0.0f); glPrint(ss.str().c_str()); } glPopMatrix(); glTranslatef(0.8f,-0.1f,0.0f); for (i=10;i<190;i=i+10) { stringstream ss; ss << i; glTranslatef(0.0f,1.0f,0.0f); glPrint(ss.str().c_str()); } glPopMatrix(); */ /* // WINGS glBegin(GL_QUADS); glColor3f(0.0f,0.0f,0.0f); glVertex3f(-1.75f,0.075f,0.0f); //LEFT glVertex3f(-0.75f,0.075f,0.0f); glVertex3f(-0.75f,-0.075f,0.0f); glVertex3f(-1.75f,-0.075f,0.0f); glVertex3f(-0.75f,-0.075f,0.0f); glVertex3f(-0.75f,-0.175f,0.0f); glVertex3f(-0.875f,-0.175f,0.0f); glVertex3f(-0.875f,-0.075f,0.0f); glVertex3f(1.75f,0.075f,0.0f); //RIGHT glVertex3f(0.75f,0.075f,0.0f); glVertex3f(0.75f,-0.075f,0.0f); glVertex3f(1.75f,-0.075f,0.0f); glVertex3f(0.75f,-0.075f,0.0f); glVertex3f(0.75f,-0.175f,0.0f); glVertex3f(0.875f,-0.175f,0.0f); glVertex3f(0.875f,-0.075f,0.0f); glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT glVertex3f(0.075f,0.075f,0.0f); glVertex3f(0.075f,-0.075f,0.0f); glVertex3f(-0.075f,-0.075f,0.0f); glColor3f(1.0f, 1.0f, 1.0f); glEnd(); // OUTLINES IN WHITE glBegin(GL_LINE_LOOP); glColor3f(1.0f,1.0f,1.0f); glVertex3f(-1.75f,0.075f,0.0f); //LEFT glVertex3f(-0.75f,0.075f,0.0f); glVertex3f(-0.75f,-0.175f,0.0f); glVertex3f(-0.875f,-0.175f,0.0f); glVertex3f(-0.875f,-0.075f,0.0f); glVertex3f(-1.75f,-0.075f,0.0f); glEnd(); glBegin(GL_LINE_LOOP); glColor3f(1.0f,1.0f,1.0f); glVertex3f(1.75f,0.075f,0.0f); //LEFT glVertex3f(0.75f,0.075f,0.0f); glVertex3f(0.75f,-0.175f,0.0f); glVertex3f(0.875f,-0.175f,0.0f); glVertex3f(0.875f,-0.075f,0.0f); glVertex3f(1.75f,-0.075f,0.0f); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT glVertex3f(0.075f,0.075f,0.0f); glVertex3f(0.075f,-0.075f,0.0f); glVertex3f(-0.075f,-0.075f,0.0f); glColor3f(1.0f, 1.0f, 1.0f); glEnd(); // glPopMatrix(); // 1 pop // MOVING NON FILLED BANK TRIANGLE // glPushMatrix(); // 2 push glRotatef(fOrientationData[0],0.0f,0.0f,1.0f); glBegin(GL_LINE_LOOP); glVertex3f(-0.15f,1.6f,0.0f); glVertex3f(-0.15f,1.5f,0.0f); glVertex3f(0.15f,1.5f,0.0f); glVertex3f(0.15f,1.6f,0.0f); glVertex3f(0.0f,1.8,0.0f); glColor3f(1.0f, 1.0f, 1.0f); glEnd(); // glPopMatrix(); // 2 pop glBegin(GL_TRIANGLES); // NON MOVING BANK TRIANGLE - R=1.8 glVertex3f(0.0f,1.8,0.0f); glVertex3f(-0.15f,2.0f,0.0f); glVertex3f(0.15f,2.0f,0.0f); glEnd(); glRotatef(90,0.0f,0.0f,1.0f); glBegin(GL_LINES); glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f); glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f); glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f); glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f); glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f); glEnd(); pi=pi*-1; glBegin(GL_LINES); glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f); glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f); glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f); glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f); glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f); glEnd(); //**** Enable texturing glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_DST_COLOR,GL_ZERO); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); // Start Drawing A Textured Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-5.0f, 5.0f, 0.0f); // Bottom Left glTexCoord2f(1.0f, 1.0f); glVertex3f(5.0f, 5.0f, 0.0f); // Bottom Right glTexCoord2f(1.0f, 0.0f); glVertex3f(5.0f, -5.0f, 0.0f); // Top Right glTexCoord2f(0.0f, 0.0f); glVertex3f(-5.0f, -5.0f, 0.0f); // Top Left glEnd(); glDisable(GL_BLEND); */

I really think its some sort of stack error. I cant even see where the code is breaking because it says no source code available for the current location.

As soon as I unremark any of the remarked code, the error happens again.

Anyone please help.

Thanks

-Al

PS: Full code at http://www.hstuart.dk/paste/view.asp...d-68698f8ffa30