Error 1282 Opengl
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Opengl Error 1282 Glgentextures
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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 opengl error 1281 Opengl error 1282 (invalid operation) when using texture() up vote 1 down vote favorite I have the following fragment shader: #version 330 core layout (location = 0) out vec4 color; uniform vec4 colour; uniform vec2 light_pos; in DATA { vec4 position; vec2 texCoord; float tid; vec4 color; } fs_in; uniform sampler2D textures[32]; void main() { float intensity = 1.0 / length(fs_in.position.xy - light_pos); opengl error 1282 minecraft vec4 texColor = fs_in.color; if (fs_in.tid > 0.0) { int tid = int(fs_in.tid + 0.5); texColor = texture(textures[tid], fs_in.texCoord); } color = texColor * intensity; } If I run my program, I get opengl error 1282, which is invalid operation. If I don't use the texture(), so I write texCoord = vec4(...) it works perfectly. I'm always passing in tid (texture ID) as 0 (no texture) so that part shouldn't even run. I've set the textures uniform to some placeholder, but as far as I know this shouldn't even matter. What could cause the invalid operation then? opengl glsl fragment-shader share|improve this question asked Jul 9 '15 at 16:59 CodezMe 4618 add a comment| 1 Answer 1 active oldest votes up vote 4 down vote accepted Your shader compilation has most likely failed. Make sure that you always check the compile status after trying to compile the shader, using: GLint val = GL_FALSE; glGetShaderiv(shaderId, GL_COMPILE_STATUS, &val); if (val != GL_TRUE) { // compilation failed } In your case, the shader is illegal because you're trying to access an array of samplers with a variable index: texColor = texture(textures[tid]
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Opengl Error 1282 Invalid Operation
Libraries, and Tools Virtual and Augmented Reality Creative Game Design Music and Sound Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums http://stackoverflow.com/questions/31323870/opengl-error-1282-invalid-operation-when-using-texture All Forums Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL & Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile & Console Development Build Systems & Source Control Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Writing For Games Music and Sound Visual Arts Gallery Business Breaking into the http://www.gamedev.net/topic/639175-glgeterror-invalid-operation-1282/ Industry Business & Law Production & Management Community GDNet Lounge Coding Horrors Article Writing Comments, Suggestions and Ideas Your Announcements Hobby Project Classifieds Indie Project Showcase Community Developer Journals GDNet+ Subscriptions Gallery Store Classifieds Jobs Freelancers Hobby Projects Marketplace Newsletter » Home » Forums » The Technical Side » OpenGL and Vulkan Chat Watched Content New Content 0 glGetError() INVALID_OPERATION (1282) Started by Vincent_M, Feb 21 2013 06:43 PM Old topic! Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic. You cannot reply to this topic 6 replies to this topic #1 Vincent_M Members -Reputation: 969 Like 0Likes Like Posted 21 February 2013 - 06:43 PM OpenGL doesn't appear to want to render any triangles to the screen anymore. It'll render lines for my models' bones and normals just fine, however, but no triangles... I checked glGetError() and it comes back with 1282, and a quick google rev
straydogstrut Expert BirdJoined: Aug '10Posts: 192 straydogstrut Expert BirdJoined: Aug '10Posts: 192 Erm suddenly started getting this error when I run my game. It plays as normal http://forum.sparrow-framework.org/topic/warning-there-was-an-opengl-error-1282 except a tween that's meant to happen at the start doesn't happen. However, I have confirmed that method is getting called and since it happens when that scene is loaded it https://www.panda3d.org/forums/viewtopic.php?t=5186 plays fine at other times (so presumably its a side effect of the warning message). I wasn't even working in that class at all - i've been fiddling around re my other opengl error question - so don't know why this warning has suddenly started appearing. I've actually removed the class I was working on completely and it's still showing the error. Although Google suggested something to do with ATI Cards, the Demo project still runs fine so it seems to be something to do with my project. I would post code but nothing has been changed opengl error 1282 in the classes remaining. Posted 5 years ago # Durrza Senior BirdJoined: Oct '10Posts: 98 Durrza Senior BirdJoined: Oct '10Posts: 98 That is binding an invalid texture, i reckon what you are trying to animate has been released already. Posted 5 years ago # Daniel Primary FeatherJoined: Jan '10Posts: 4,665 Daniel Primary FeatherJoined: Jan '10Posts: 4,665 Hm, that's difficult to say! As far as I found out, the error is named "GL_INVALID_OPERATION", which, well, doesn't say much *g*. I agree with Durrza, it's likely that a texture that is still in use has been dealloc'ed too early. To get closer to the root of the problem, you could copy the error-checking code in "SPRendering.m" to many more places in that file (e.g. at the end of every render method), and add a breakpoint when an error is found. Then you'll see which object is being rendered when the error first appears. It's likely that there's some problem with this object or its texture. Posted 5 years ago # enbr Moderating OwlJoined: Oct '10Posts: 859 enbr Moderating OwlJoined: Oct '10Posts: 859 Hi, I am also having this is
Search Register Login GL error 1282 when using depth buffer Return to Compiling or Editing the Panda Source Post a reply 17 posts • Page 1 of 1 GL error 1282 when using depth buffer by rdb » Sat Nov 08, 2008 2:34 pm Hi guys, I ran into a strange OpenGL today: Code: Select all:display:gsg:glgsg(error): at 3364 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : GL error 1282using the head of the CVS tree. This is the code that reproduces it:Code: Select allfrom direct.directbase import DirectStart
from pandac.PandaModules import *
props = FrameBufferProperties()
#props.setBlahBits makes no difference
output = base.graphicsEngine.makeOutput(
base.pipe, "offscreen buffer", -2,
props, WindowProperties.size(512,512),
GraphicsPipe.BFRefuseWindow,
base.win.getGsg(), base.win)
depthmap = Texture()
output.addRenderTexture(depthmap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepth)
run() I tried it with 1.5.3 as well, but that just gives me a hard segfault. My graphics card is GeForce 8600, using proprietary nvidia drivers, on linux. Grepping through glxinfo tells me that depth textures definitely are supported. Any help would be appreciated. I'd spam the source using report_my_gl_errors but I can't get Panda3D to compile right now. pro-rsoft github - github.com/rdbtwitter - twitter.com/rdbotic rdb Posts: 10866Joined: Mon Dec 04, 2006 5:58 amLocation: Netherlands Website Top by rdb » Sat Nov 08, 2008 3:38 pm I've narrowed the error down to these lines: Code: Select all if (new_image) {
// We have to create a new image.
GLP(CopyTexImage2D)(target, 0, internal_format, xo, yo, w, h, 0); in the function framebuffer_copy_to_texture of glstuff/glGraphicsStateGuardian_src.cxx. However I would have no clue what to do next. I never did any OpenGL programming in C++ so I have no idea what this means. PS. GL error 1282 seems to mean "invalid operation" whic