Opengl Error 0x0500 Cocos2d-x
type of project (even a simple helloworld). the compiler gives me the following error. OpenGL error 0x0500 in ..\base\CCConfiguration.cpp cocos2d::Configuration::gatherGPUInfo 145 { gl.version: 3.2.9756 Compatibility Profile Context gl.supports_NPOT: true cocos2d.x.version: cocos2d-x 3.1.1 cocos2d.x.compiled_with_profiler: false cocos2d.x.build_type: DEBUG cocos2d.x.compiled_with_gl_state_cache: true gl.max_texture_size: 8192 gl.vendor: ATI Technologies Inc. gl.renderer: AMD 760G gl.max_texture_units: 32 gl.supports_ETC1: false gl.supports_S3TC: true gl.supports_ATITC: false gl.supports_PVRTC: false gl.supports_BGRA8888: false gl.supports_discard_framebuffer: false gl.supports_vertex_array_object: true} does anyone know how to fix this? KJS 2014-08-10 16:54:12 UTC #2 Does reinstalling/repairing your graphics card driver help? iQD 2014-08-10 22:57:20 UTC #3 On which platform does it appear? COCONUT91 2014-08-11 10:41:53 UTC #4 I reinstalled the drivers for the graphics card but the problem persists. i use visual studio 2013 platform iQD 2014-08-11 15:44:37 UTC #5 COCONUT91 said: I reinstalled the drivers for the graphics card but the problem persists. i use visual studio 2013 platform I meant the platform on which you are running the game this error occurs on.Does it appear on Windows, iOS, Android? All of them, just a few of them? Which ones exactly. slackmoehrle 2014-08-11 15:59:20 UTC #6 Well the error is stated here: https://www.opengl.org/wiki/OpenGL_Error And there is a SO Post about OpenGL immediate mode calls: http://stackoverflow.com/questions/15464399/opengl-error-0x0500-in-cctextureatlas-drawnumberofquadsfromindex-556 COCONUT91 2014-08-11 17:13:17 UTC #7 the problem appear when i compile with VS2013 in windows 7 64bit. now i read the post. the strange thing is that before the blackout this problem never appeared. Another problem I've noticed now, is the support to the multi-resolution. I do not know if this thing may depend to the opengl error. but I change the size of the game screen and try to do the same with the size of the image, this remains small..... example: in the AppDelegate.cpp file glview->setFrameSize(640, 960); auto screenSize = glview->getFrameSize(); glview->setDesignResolutionSize(screenSize.width, screenSize.height, ResolutionPolicy::NO_BORDER); the size of the image does not change........ sorry for my poor english iQD 2014-08-11 18:38:01 UTC #8 It could be, that your GPU was damaged by the blackout. Regarding scaling- You have to set the scale factor: director->setContentScaleFactor(640/96
Sign in Pricing Blog Support Search GitHub This repository Watch 1,281 Star 8,964 Fork 5,762 cocos2d/cocos2d-x Code Issues 825 Pull requests 150 Projects 0 Wiki Pulse Graphs New issue Label createWithTTF and enableShadow return errors in cocos2dx 3.6 #11742 Open dariodepaolis opened this Issue May 7, 2015 · 8 comments Projects None yet Labels None yet Milestone No milestone Assignees No one assigned 6 participants dariodepaolis commented May 7, 2015 Just updated to cocos2dx v3.6, my previous working code returns now errors. I've seen that Label TTF and shadow is the cause, you can simply test http://discuss.cocos2d-x.org/t/opengl-error-0x0500/16158 with this: auto title = Label::createWithTTF("My Label Text", "myfont.ttf", 40); title->enableShadow(); addChild(title); This return: OpenGL error 0x0502 in ..\renderer\CCTextureAtlas.cpp cocos2d::TextureAtlas::drawNumberOfQuads 691 If I remove Shadow it's ok, in 3.4 was ok. However the TTF is displayed correctly, but the debug.log grows with this error repeated continuosly. Also change params in enableShadow doesn't change the error. If I use Label createWithSystemFont it's ok. Tried also with various TTF, same https://github.com/cocos2d/cocos2d-x/issues/11742 error. dariodepaolis commented May 7, 2015 Sorry I've seen now that it was fixed here: WenhaiLin@8f6277c I think it's the same issue, so I close myself this issue dariodepaolis closed this May 7, 2015 dariodepaolis referenced this issue May 8, 2015 Open [cocos2dx 3.6] OpenGL error 0x0502 in CCTextureAtlas.cpp drawNumberOfQuads 691 #11755 jyoxun commented May 8, 2015 Thank you! It's worked. deathemperor commented Dec 8, 2015 This issue still exists on Android gestern commented Feb 19, 2016 This issue still exist on iOS in cocos2d-x 3.10 larsven commented Feb 29, 2016 We are seeing this in 3.10 too. Often together with unreadable text or missing shadows. Only on Android. dariodepaolis commented Apr 6, 2016 So it's not fixed? dariodepaolis reopened this Apr 6, 2016 larsven commented May 15, 2016 In our case it was caused by a sdkbox callback sent on a different thread than we expected. Longpc commented Sep 6, 2016 For me. I got black screen when use admob video reward that have callback is show confirm dialog. But dialog is Black with same error. (Dialog was created from Node, LayerColor and Sprite like background image). Hope that was fixed soon Sign up for free to join thi
アカウントを作成する すべてのカテゴリ Recent http://forum.live2d.com/discussion/192/cocos2d-x-3-4%E3%81%A7live2d%E3%81%AE%E3%83%A2%E3%83%87%E3%83%AB%E3%82%92%E8%A1%A8%E7%A4%BA%E3%81%A7%E3%81%8D%E3%81%BE%E3%81%9B%E3%82%93 Discussions アクティビティ Best http://qaoverflow.com/question/cclabelbmfont-setstring-cause-opengl-error-0x0500/ Of... カテゴリ 436 すべてのカテゴリ12 作品紹介! 129 一般 104 Cubism Editor 12 要望 opengl error 119 Cubism SDK 23 Facerig+Live2D Module 1 Live2D Vector シリーズ 36 お役立ち情報 【はじめての方へ】 このコミュニティについて 【Live2D opengl error 0x0500 Creators Circleのご案内】 Live2Dでは日々、 更なる進化・発展を目指し、業務に全力を尽くしています。 しかしながら、残念なことに、社内のリソースだけではカバーしきれない業務が発生してしまうこともあります。 現在、そのような場合に、業務をお手伝いしていただけるユーザーの方々を募集しています。 もし、Live2Dの発展に手を貸していただける方がいらっしゃいましたら、是非、下記フォームより「Live2D クリエイターズ・サークル」への仮登録をお願いします! 特に翻訳、デザイン、プログラミングに興味がある方は大歓迎です! (仮登録後に、いきなり仕事をお願いすることはありません。詳しくは下記フォームをご参照ください。) https://docs.google.com/forms/d/12jJA-Jf7nssbA1CGeJ7xWocNNBRvI15S5aNYmeghlDc/viewform?usp=send_form cocos2d-x 3.4でLive2Dのモデルを表示できません。 yryr 3月 2015 edited 3月 2015 in Cubism SDK こんにちは。表題の件につきまして、どなたかアドバイスを頂けると幸いです。【作業環境】・mac OSX 10.10.2 / Yosemite・Xcode 6.2・Cocos2d-x 3.4・Live2D SDK OpenGL_2.0.06_1【状況】・まず、SampleLive2DSprite.hで以下のようなエラーが出てビルドに失敗するので、修正しました。↓void draw(cocos2d::Renderer *renderer, const cocos2d::kmMat4 &transform, bool transformUpdated);void onDraw(const cocos2d::kmMat4 &transform, bool transformUpdated);・iOSシミュレーターを使用しています。・ビルドすると、ビルドは成功しますが、Live2D
us Login or Register ASK A QUESTION QuestionsBadgesCategoriesTagsUsers ©2016 site design / logo © 2015 qaoverflow.com; user contributions licensed under cc by-sa 3.0 with attribution required Terms & Privacy Home CCLabelBMFont setString cause OpenGL error 0x0500 0 Cocos2d: OpenGL error 0x0500 CCTextureAtlas.cpp drawNumberOfQuads 686OpenGL will scroll error when I update word with setString. Or init the CCLabelBMFont with words.cocos2d.x.version: cocos2d-x 2.2.6 cocos2d.x.compiled_with_profiler: false cocos2d.x.compiled_with_gl_state_cache: true gl.vendor: Apple Inc. gl.renderer: Apple A8 GPU gl.version: OpenGL ES 2.0 Apple A8 GPU - 50.6.10 gl.max_texture_size: 4096 gl.max_texture_units: 8 gl.max_samples_allowed: 4 gl.supports_PVRTC: true gl.supports_NPOT: true gl.supports_BGRA8888: false gl.supports_discard_framebuffer: true gl.supports_vertex_array_object: true zszen Asked on January 31, 2015 in No Category. This question was posted in Stack Exchange Share Comment(2) shaqir saiyed can you please paste your code ? that would be much easier to understand . on January 31, 2015. Update Cancel zszen @shaqirsaiyed thx, I finally fix the error. on January 31, 2015. Update Cancel Add Comment Add comment Cancel 1 Answer(s) Votes Oldest 0 I fix my problem. It not cocos2dx problem…..pool code cause :void Box2dCCSprite::setOpacity(GLubyte opacity){ super::setOpacity(opacity); if (m_pChildren) { for (int i=m_pChildren->count()-1; i>=0; i--) { CCSprite* child = dynamic_cast