Opengl Error 0x0501 Cocos2d
OpenGL error 0x0501 in /libs/cocos2dx/textures/CCTextureAtlas.cpp drawNumberOfQuads 690 but it run normal! Here is my sample Code HelloWorldScene.h and HelloWorldScene.cpp Thanks? HelloWorldScene.cpp.zip (1.3 KB) HelloWorldScene.h.zip (0.7 KB) litri 2013-01-12 12:33:14 UTC #2 Hi, we just updated our engine to the cocos2d-2.1beta3-x-2.1.0 version from cocos2d-2.0-rc2-x-2.0.1 version (we really needed multiresolution support) and we have exactly the same problem, whenever we add a CCSprite in a CCSpriteBatchNode we get the same OpenGL error: Cocos2d: OpenGL error 0x0501 in /libs/cocos2dx/textures/CCTextureAtlas.cpp drawNumberOfQuads 690 Anyone knows what is happening? Thank you. Obg1 2013-01-15 10:51:22 UTC #3 I have the same error, if anyone know how to fix please share litri 2013-01-15 12:04:50 UTC #4 Hi again, when I wrote 3 days ago we only tested it on simulator. In the simulator we have these OpenGL errors but everything is working fine but in real devices we are getting OpenGL errors but also very weird visual glitches that doesn’t happen with cocos2d-x-2.0.1 or cocos2d-x-2.0.4. I attached a zip with some screenshots taken right now from a device (an iPad mini in this case) where you can clearly see these visual glitches I’m talking of. You’ll also find a screenshot that shows how the game looks like without these visual glitches. If someone have some information about what is happening please share. Thank you! litri 2013-01-21 09:27:03 UTC #5 Anyone knows something about it? Thank you. vedi 2013-01-21 13:21:56 UTC #6 I’ve just got the same error. Have somebody managed to find a workaround? Thanks. Yehsam 2013-01-25 06:55:36 UTC #7 Does anyone have this problem? Thanks Nico 2013-04-18 16:31:44 UTC #8 Hi,I’ve got the same problem since I migrated to cocos2dx 2.1.2 (was in 2.1.1 before) OpenGL error 0x0501 in proj.android/../../cocos2dx/textures/CCTextureAtlas.cpp drawNumberOfQuads 681 The result is that some of my sprites completly disappear from the screen. Is there any fix for that ? Thank you, Nico zhangxm 2013-04-19 02:53:01 UTC #9 How to reproduce it? Nico 2013-04-19 16:08:37 UTC #10 Hi Mi
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 http://discuss.cocos2d-x.org/t/ccspritebatchnode-opengl-error-0x0501/5291 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 OpenGL errors 0x0501 and 0x0505 cocos2d-x, samsung quattro Gl_out_of_memory up vote 2 down vote favorite 1 http://stackoverflow.com/questions/29561890/opengl-errors-0x0501-and-0x0505-cocos2d-x-samsung-quattro-gl-out-of-memory 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 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
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 http://stackoverflow.com/questions/20612935/cocos2dx-opengl-error-0x0506-when-dismissing-uiviewcontroller 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 cocos2dx OpenGL error 0x0506 when dismissing UIViewController up vote 1 down opengl error vote favorite I've run into very difficult issue. In the Cocos2d-x game i'm working upon currently (it's main part is written by another developer i'm just finishing it, and by now it is supposed to work on iOS only so i don't care about all the Android related stuff ) i need to use UIViewController. I present it and dismiss in a very usual way: present: SDMoreAppsViewController *vc = opengl error 0x0501 [[SDMoreAppsViewController new] autorelease]; [viewController presentViewController:vc animated:NO completion:nil];// viewController is UIWindow root view controller dismiss: UIViewController *controller = self.presentingViewController; [controller dismissViewControllerAnimated:NO completion:nil]; Once the view controller is successfully dismissed i see the message in my console telling me that opengl error 0x0506 has appeared. This message is printed from methods swapBuffers of EAGLView and draw of CCSprite. Along with this message my whole scene becomes unresponsive. Tapping buttons gives no result. I've tried a lot of things already. I tried pushing my view controller and adding it as a child instead of presenting but it doesn't even shows the view controller (viewWillAppear method doesn't get called), i also tried adding its view as a subview to my app's window but that also brings a lot of different errors. I'm using cocos2d-x version cocos2d-2.1rc0-x-2.1.3. Did someone solve such a problem before? Any suggestions? c++ ios objective-c cocos2d-x share|improve this question asked Dec 16 '13 at 14:10 Andrey Chernukha 9,7851154110 add a comment| 1 Answer 1 active oldest votes up vote 4 down vote before presentViewController, pause rendering: CCDirector::sharedDirector()->pause(); CCDirector::sharedDirector()->stopAnimation(); call resume and startAnimation in completion block share|improve this answer edited Feb 25 '14 at 8:23 Cookie 3,831103758 answered Feb 25 '14 at 7:59 luma 412