Opengl Error 0x0500 Cocos2d
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 i
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 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up CCLabelBMFont setString cause OpenGL error 0x0500 up vote 0 down vote favorite Cocos2d: OpenGL error 0x0500 CCTextureAtlas.cpp drawNumberOfQuads 686 OpenGL will scroll http://discuss.cocos2d-x.org/t/opengl-error-0x0500/16158 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 opengl cocos2d-x share|improve this question asked Jan 31 '15 at 6:59 zszen 824815 can you please paste your code ? http://stackoverflow.com/questions/28249129/cclabelbmfont-setstring-cause-opengl-error-0x0500 that would be much easier to understand . –shaqir saiyed Jan 31 '15 at 9:23 @shaqirsaiyed thx, I finally fix the error. –zszen Jan 31 '15 at 17:01 add a comment| 1 Answer 1 active oldest votes up vote 0 down vote 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
here for a quick overview of the site Help Center Detailed answers to any questions you http://stackoverflow.com/questions/29917873/what-could-be-the-source-of-opengl-error-0x0500-in-ccsprite-draw-530 might have Meta Discuss the workings and policies of this https://github.com/cocos2d/cocos2d-x/issues/11742 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 opengl error of 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up What could be the source of OpenGL error 0x0500 in -[CCSprite draw] 530? up vote 1 down vote favorite 1 I am working on a project which uses UIKit and cocos2d. It is basically a opengl error 0x0500 game, the game uses cocos2d only for game play layer and UIKit for other screens. Everything works fine. But when I build run the app it shows following error message OpenGL error 0x0500 in -[CCSprite draw] 530 on console. I have searched for it but didn't got the problem resolved, only few thing which I came to know are that 1) This issue occurs with apps using UIKit and cocos2d together and 2) is related with CCDirector and using it's instance. I have posted viewDidAppear: method where the director is being used - - (void) viewDidAppear:(BOOL) animated { [super viewDidAppear:animated]; [[UIApplication sharedApplication] setIdleTimerDisabled:YES]; CCDirector *director = [CCDirector sharedDirector]; if(!m_gameScene) { if([director isViewLoaded] == NO) { // Create the OpenGL view that Cocos2D will render to. CCGLView *glView = [CCGLView viewWithFrame:self.view.bounds //[[[UIApplication sharedApplication] keyWindow] bounds] pixelFormat:kEAGLColorFormatRGB565 depthFormat:0 preserveBackbuffer:NO sharegroup:nil multiSampling:NO numberOfSamples:0]; // Assign the view to the director. [director setView:glView]; // Initialize other director settings. [director setAnimationInterval:1.0f/60.0f]; // always enable
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 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 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 t