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Gl Error 1280 Android

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Looking this up the error it is a GL_INVALID_ENUM. The codes still runs with this error but is sluggish. Re: avi and wmv file format support on android. We should have a working version compatible with Processing 3 soon. Check This Out

memory available to the VM is 196608 KB.
11-11 10:56:41.560: D/dalvikvm(26933): GC_EXPLICIT freed 43K, 14% free 15155K/17428K, paused 3ms+4ms, total 33ms
11-11 10:56:41.590: D/dalvikvm(26933): GC_EXPLICIT freed <1K, 14% free 15154K/17428K, paused We should fix this by the end of next week. more hot questions question feed default about us tour help blog chat data legal privacy policy work here advertising info mobile contact us feedback Technology Life / Arts Culture / Recreation It seems like on device, only WRAP_CLAMP_TO_EDGE, WRAP_MIRRORED_REPEAT, or WRAP_REPEAT are implemented (because that's what GLES 2.0 supports). http://stackoverflow.com/questions/31698972/opengl-glgentextures-error-1280

Opengl Error 1280 Minecraft

glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,GL_UNSIGNED_BYTE, data); width = 128height = 64 and it fails with glGetError() reporting 1280 which is GL_INVALID_ENUMI believe I have tried replacing the GL_ALPHA with Note that this * does NOT rebuild the terrain at all. Fired because your skills are too far above your coworkers What makes up $17,500 cost to outfit a U.S. Logged rainfalls byte Posts: 27 Re: ERROR: glAttachShader - vertex shader: glError 1280 « Reply #8 on: November 11, 2013, 06:27:23 pm » When I (1) used the new beta lib

qwarnant commented Dec 23, 2014 Hello, Thank you for your answer. try using below code inside loadGLTexture(){ .. //your code that sets all texture parameters. .. /** Create a bitMap which has width and height in power of 2. */ Bitmap b Thank you for your explanation. Glewinit Invalid Enum Note that this does NOT * rebuild the terrain at all.

I can't tell if the origination point of the error is in the SDK or somewhere else in the Unity pipeline. Asking help about a typedef expression Program template for printing *any* string Split buying a house 3 ways. This may result in a black texture!
11-11 10:56:42.250: I/jPCT-AE(26933): Allocating native memory for 64*16 texture(true/false/false/false/): 2048 bytes!
11-11 10:56:42.250: I/jPCT-AE(26933): Creating texture buffer of size 512
11-11 10:56:42.250: I/jPCT-AE(26933): New Max.

Preferences responses expanded Hotkey:s font variable Hotkey:f user style avatars Hotkey:a 3 users in discussion Lohit (2) Ken Turkowski (1) Mannewalis (1) Content Home Groups & Organizations People Users Badges Support Opengl Error Codes There are 8 textures with the following sizes (512x512, 512x512, 512x512, 512x512, 512x512, 512x512, 256x256, 512x1024) all from .png files with an alpha channel. Then it works on the bottom side of the patch, from the * left to the right. */ protected void fixNormalEdges(TerrainPatch right, TerrainPatch bottom, TerrainPatch top, TerrainPatch left, TerrainPatch bottomRight, TerrainPatch Logged EgonOlsen Administrator quad Posts: 11443 Re: ERROR: glAttachShader - vertex shader: glError 1280 « Reply #9 on: November 11, 2013, 08:52:53 pm » I see.

Glgeterror 1282

reply | permalink Lohit Hi mannewalis, This can be solved in 2 ways, 1. https://github.com/processing/processing-android/issues/112 The issue I am having is that the texture I amcreating for a font is failing.The call is this...glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,GL_UNSIGNED_BYTE, data);width = 128height = 64and it Opengl Error 1280 Minecraft This is heavily warned against on both Toshiba's website and various forums Leave a comment on pfjackson96's reply amnon.owed Re: "OpenGL error 1280 at top beginDraw(): invalid enumerant" Processing 2.0b6 11 Opengl Error Code 1280 Just make sure you have the latest ones.

It has a mesh that can change levels of detail (LOD) * whenever the view point, or camera, changes. his comment is here The issue I am having is that the texture I amcreating for a font is failing.The call is this...glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,GL_UNSIGNED_BYTE, data);width = 128height = 64and it So if a patch has a size of 65, * then the LOD changes every 130 units away. * * @author Brent Owens */public class TerrainPatch extends Geometry { protected LODGeomap Then it builds the edges in counter-clockwise order, * starting at the bottom right and working up, then left across the top, then down across the * left, then right across Gl_invalid_enum

If not, then the "phone is too old" explanation will look better. Must be something between this call and the last error check then...!? But when I ran it in Galaxy S3, I got a similar exception. this contact form int[] textures = new int[1]; //Generate one texture pointer...

Code is below. Opengl Error 1280 At Bot Begindraw(): Invalid Enumerant Again, my phone is Galaxy S3:Model number: GT-I9300Android version: 4.0.4 masktuxedo 2012-09-25 04:43:15 UTC #9 BTW, I run some other program using another model, and it ran OK. And i really dislike Android's Activity management.

Do you have another explanation ?

asked 3 years ago viewed 1675 times active 3 years ago Related 4Loading Textures fast into OpenGL 2.01Samsung Galaxy S2 OpenGl ES 2.0 problems1Opengl es 2.0 3d6Android OpenGL ES 2.0 text Member codeanticode commented Jul 27, 2015 Fixed with ecbab95 codeanticode closed this Jul 27, 2015 Sign up for free to join this conversation on GitHub. I just got it fixed by checking out the latest SVN version, and replacing all IntBuffers with ShortBuffers in the terrain classes. Opengl Glteximage2d You signed in with another tab or window.

Have you tried GL_RGB? DEHiCKA commented Jul 26, 2015 Please fix it! nehon 2012-09-28 06:37:58 UTC #12 Thanks for this thorough analysis!I added that to my todo jon81 2013-01-01 10:34:54 UTC #13 I am experiencing this issue as well. navigate here However there is a -1 to that * for now until I add in a custom index buffer calculation for that max level, the current algorithm does not go that far.

The errors in GL are sticky. Note that this does NOT rebuild the terrain at all. * This is mostly used for outside constructors of terrain patches. * * @param offset * The new texture offset. This is mostly used for outside * constructors of terrain patches. * * @param offsetAmount * The new texture offset. */ public void setOffsetAmount(float offsetAmount) { this.offsetAmount = offsetAmount; } /** However I have examined the .png files using ImageMagick's identify -verbose and found that the 4th bitmap is stored in a different sub-format.

Cracking in progress What is the meaning of the abbreviations “h.e.” and “h.l.”? Then I executed the line 1926, run checkGLError() again and see error 1280. Anyone any ideas? UpdatedTerrainPatch.java [java]/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the

To post to this group, send email to [email protected] It seems it's an intermittent issue because we have about 1000 active user per day and 11 crashes from this stack this week. The rest of the code is exactly the same, and dive sdk branch doesn't have any reported crash similar to this stack. The call is this...

They might of broken something with OpenGL ES 3? It looks like that as long as the index buffer is of the type GL_UNSIGHED_SHORT, we should be OK. I would like to do some performance test with Shaders on my android tablet but the LowLevelGL example crash with the error message : OpenGL error 1280 at bot beginDraw(): invalid Regards, -Derek smdol commented Feb 28, 2015 The new release (v0.4.5) should no longer have this problem.

Eg: // Our texture. Now u should be able to call yourglTexImage2D() any number of times in draw().2. I have a Samsung Galaxy Ace 2. I've had this same issue (and others), but after updating my drivers everything was resolved.

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