I should have the newest version of Glew and Glut so that shouldn't be the problem. Everything should be linked, and I'm using MS visual studio 2010. My program compiles but when I get to glCreateShader(GL_FRAGMENT_SHADER) it show an error: "0xC0000005: Access violation."
my program:
#include <GL\glew.h> #include <GL\glut.h> #include <stdio.h> #include <stdlib.h>  GLuint program;  static char* readShaderSource(const char * shaderFile) {     FILE* fp = fopen(shaderFile, "r");     char* buf;     long size;      if (fp == NULL) return NULL;      fseek(fp, 0L, SEEK_END);//go to end     size = ftell(fp);       //get size     fseek(fp, 0L, SEEK_SET);//go to begining      buf = (char*) malloc((size +1) * sizeof(char));     fread(buf, 1, size, fp);     buf[size] = NULL;     fclose(fp);     return buf; }  static void initShader(const GLchar * fsFile) {     GLint status;     GLchar * fSource;     GLuint fShader;     GLuint fShader2;      //read file     fSource = readShaderSource(fsFile);     if (fSource == NULL)     {         printf("Fail to load file");         exit(EXIT_FAILURE);     }      //Create program and shader object     fShader2 = glCreateShader(GL_VERTEX_SHADER);     fShader = glCreateShader(GL_FRAGMENT_SHADER);     program = glCreateProgram();      //Attach shaders to program     glAttachShader(program, fShader);      //read shaders     glShaderSource(fShader, 1, (const GLchar**) &fSource, NULL);      //compile fragment shader     glCompileShader(fShader);      //error check     glGetShaderiv(fShader, GL_COMPILE_STATUS, &status);     if (status == GL_FALSE)     {         printf("Failed to compile the fragment shader.");         exit(EXIT_FAILURE);     }      //link and error check     glLinkProgram(program);     glGetProgramiv(program, GL_LINK_STATUS, &status);     if (status == GL_FALSE)     {         printf("program error");         exit(EXIT_FAILURE);     }      //use program object     glUseProgram(program);      //set up uniform parameter     //skipped for now }  int main(int argc, char ** argv) {     glutInit(&argc, argv);     glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);     glutInitWindowSize(500,500);     glutCreateWindow("Matrix Fractal");     glClearColor(1.0, 1.0, 1.0, 1.0);     gluOrtho2D(0.0,0.0,(GLfloat) 500, (GLfloat) 500);      glutDisplayFunc(draw);     glutReshapeFunc(reshape);      initShader("fsFractal.glsl");      glutMainLoop(); } 
                You have to initialize GLEW before you can use it:
GLenum err = glewInit();
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