Cocos2d Opengl Error 0x0501
Support Search GitHub This repository Watch 1,269 Star 8,853 Fork 5,712 cocos2d/cocos2d-x Code cocos2d opengl error 0x0502 Issues 800 Pull requests 140 Projects 0 Wiki Pulse Graphs New opengl error 0x0506 issue OpenGL error 0x0501 on Android #10222 Closed diamond-msc opened this Issue Jan 26, 2015 · 1 comment Projects None yet Labels None yet Milestone No milestone Assignees No one assigned 1 participant diamond-msc commented Jan 26, 2015 cpp-empty-test log shows 2 OpenGL errors on my Android 4.3.1 (Nook tablet 16 GB ARM Cortex-A9, 2x 1.00GHz (TI OMAP 4430) • 1GB • PowerVR SGX540): D/cocos2d-x debug info(10923): { D/cocos2d-x debug info(10923): gl.supports_vertex_array_object: true D/cocos2d-x debug info(10923): gl.supports_BGRA8888: true D/cocos2d-x debug info(10923): gl.supports_ATITC: false D/cocos2d-x debug info(10923): gl.supports_S3TC: false D/cocos2d-x debug info(10923): cocos2d.x.version: cocos2d-x 3.4 D/cocos2d-x debug info(10923): gl.supports_discard_framebuffer: true D/cocos2d-x debug info(10923): cocos2d.x.compiled_with_profiler: false D/cocos2d-x debug info(10923): gl.supports_PVRTC: true D/cocos2d-x debug info(10923): cocos2d.x.build_type: DEBUG D/cocos2d-x debug info(10923): gl.renderer: PowerVR SGX 540 D/cocos2d-x debug info(10923): gl.supports_ETC1: true D/cocos2d-x debug info(10923): cocos2d.x.compiled_with_gl_state_cache: true D/cocos2d-x debug info(10923): gl.version: OpenGL ES 2.0 build 1.9@2291151 D/cocos2d-x debug info(10923): gl.supports_NPOT: true D/cocos2d-x debug info(10923): gl.max_texture_units: 8 D/cocos2d-x debug info(10923): gl.vendor: Imagination Technologies D/cocos2d-x debug info(10923): gl.max_texture_size: 2048 D/cocos2d-x debug info(10923): } D/cocos2d-x debug info(10923): create rendererRecreatedListener for GLProgramState D/cocos2d-x debug info(10923): cocos2d: fullPathForFilename: No file found at Arial. Possible missing file. D/cocos2d-x debug info(10923): OpenGL error 0x0501 in /Users/.../3rdparty/cocos2d-x-3/build/../cocos/./renderer/CCTextureAtlas.cpp mapBuffers 312 D/cocos2d-x debug info(10923): D/cocos2d-x debug info(10923): OpenGL error 0x0501 in /Users/.../3rdparty/cocos2d-x-3/build/../cocos/./renderer/CCTextureAtlas.cpp mapBuffers 312 D/cocos2d-x debug info(10923): on another project I see a lot of those (like each frame) scrolling by: D/cocos2d-x debug info( 9976): OpenGL error 0x0501 in jni/../../../3rdparty/cocos2d-x-3/cocos/./2d/CCDrawNode.cpp onDraw 352 D/cocos2d-x debug info( 9976): OpenGL error 0x0501 in jni/../../../3rdparty/cocos2d-x-3/cocos/./rendere
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. https://github.com/cocos2d/cocos2d-x/issues/10222 Join them; it only takes a minute: Sign up OpenGL errors 0x0501 and 0x0505 cocos2d-x, samsung quattro Gl_out_of_memory up vote 2 down vote favorite 1 Our cocos2dx game heavily uses batchnodes but in some devices like samsung quattro and grand after few sessions of gameplay some SpriteSheets go black. And eventually all the sprite sheets go black. We http://stackoverflow.com/questions/29561890/opengl-errors-0x0501-and-0x0505-cocos2d-x-samsung-quattro-gl-out-of-memory are using CCTextureAtlas to load our batch nodes. Following are the logs which we think might be creating problem 04-10 08:43:54.171: D/cocos2d-x debug info(3592): OpenGL error 0x0505 in /Users/jitenagarwal/cocos2d-x-2.2.6/projects/pabAndroid/proj.android/../../../cocos2dx/sprite_nodes/CCSprite.cpp draw 663 * 04-10 08:48:38.541: D/cocos2d-x debug info(3592): OpenGL error 0x0505 in /Users/jitenagarwal/cocos2d-x-2.2.6/projects/pabAndroid/proj.android/../../../cocos2dx/textures/CCTextureAtlas.cpp mapBuffers 306 We have tried following things but nothing helps We decreased the size of pngs. We changed the kDefaultSpriteBatchCapacity 128 in CCSpriteBatchnode.h https://developer.qualcomm.com/forum/qdevnet-forums/mobile-gaming-graphics-optimization-adreno/26579 http://discuss.cocos2d-x.org/t/black-pictures-after-a-playing-time/7069/119?page=6 http://www.cocos2d-x.org/wiki/Max The problems happens only on Some devices such as Samsung grand quattro. Device log when this happens 04-10 08:53:19.651: W/Adreno200-GSL(6804): : ioctl code 0xc00c092f (IOCTL_KGSL_GPMEM_ALLOC) failed: errno 12 Out of memory android opengl-es-2.0 cocos2d-x-2.x share|improve this question asked Apr 10 '15 at 12:48 user1847220 492 add a comment| 1 Answer 1 active oldest votes up vote 0 down vote You guys don't need to decrease size of png's. Try this, it may help you out.. Load only sprite-sheets that are currently required. Unload all unused textures and sprite-sheets that are no longer in use. make sure that sprite-sheet texture file are not corrupted. share|improve this answ
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company http://stackoverflow.com/questions/12168079/multiple-opengl-views-cocos2d Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs http://stackoverflow.com/questions/26261333/displaying-ads-above-glsurfaceview-in-cocos2d-x-on-android Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Multiple OpenGL views (Cocos2D) up vote 6 down vote favorite 2 Note: Anyone who can help me properly fix this completely gets opengl error the 100 point bounty!!! In my application I am mixing UIKit with Cocos2D together, I do some simple custom view animations using addSubview and removeFromSuperview calls. I recently needed to add another CCScene to my app to get rid of some complicated UIKit code that Cocos2D can easily handle. So I have a base view in my app, it is a UIViewController with some buttons on it. Behind those buttons is a CCGLView which Cocos2D cocos2d opengl error will do whatever on. That works great. Then when I want to go to my second view controller (lets call it my game view), after I do my view animations, the viewdidload gets called (thats where my director initialization is for the 2nd CCScene) and either nothing happens or I get errors like below in the console. Now in my original project the errors below are what I get, and in this sample project nothing happens. These are the errors: OpenGL error 0x0501 in DrawSolidPolygon 104 OpenGL error 0x0502 in DrawSolidPolygon 104 OpenGL error 0x0501 in -[CCTextureAtlas drawNumberOfQuads:fromIndex:] 556 OpenGL error 0x0502 in -[CCTextureAtlas drawNumberOfQuads:fromIndex:] 556 OpenGL error 0x0502 in -[CCTextureAtlas drawNumberOfQuads:fromIndex:] 556 OpenGL error 0x0501 in -[CCParticleSystemQuad postStep] 411 OpenGL error 0x0506 in -[CCSprite draw] 532 OpenGL error 0x0502 in -[CCParticleSystemQuad draw] 434 OpenGL error 0x0502 in -[CCSprite draw] 532 OpenGL error 0x0502 in -[CCSprite draw] 532 Now when I had one scene in my original project nothing like this happens, it only happens now that I am using 2 CCScenes. So the code in the sample project is a pretty much copy of my original project so anything wrong in there will most likely lead me to fix the issue at hand here and hopefully get rid of those OpenGL errors. After a few more hours of testing an
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Displaying ads above GLSurfaceView in Cocos2d-x on Android up vote 0 down vote favorite After showing + closing an ad from Mopub in a Cocos2d-x 3.0 Android game, logcat shows these errors: E/libEGL (13772): call to OpenGL ES API with no current context (logged once per thread) W/Adreno-ES20(13772):