Opengl Error 1280 Iphone
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Gl_invalid_enum
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Glewinit Invalid Enum
Page… Display Linear Mode Switch to Hybrid Mode Switch to Threaded Mode 11-26-2003,11:02 AM #1 mithun_daa View Profile View Forum Posts Private Message Junior Member Regular Contributor Join Date Oct 2003 Location Arlington, Tx, USA Posts 178 error 1280 with glGetError() i dont know whatz wrong but everywher i put the code intI = glGetError() i get the value 1280 which is : GL_INVALID_ENUM. even when i put it at the begining of the initialization routine. 11-26-2003,12:23 PM #2 Bob View Profile View Forum Posts Private Message Visit Homepage Senior Member OpenGL Guru Join Date Feb 2000 Location Sweden Posts 2,982 Re: error 1280 with glGetError() I bet you don't have an active rendering context. edit: Or maybe that's not it. If it was GL_INVALID_OPERATION, it would be more likely a missing RC. But check the RC anyway. [This message has been edited by Bob (edited 11-26-2003).] 11-26-2003,12:29 PM #3 mithun_daa View Profile View Forum Posts Private Message Junior
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Gl_invalid_operation
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 GLKTextureLoader fails when loading a certain texture https://www.opengl.org/discussion_boards/showthread.php/156198-error-1280-with-glGetError() the first time, but succeeds the second time up vote 9 down vote favorite 2 I'm making an iPhone application with OpenGL ES 2.0 using the GLKit. I'm using GLKTextureLoader to load textures synchronously. The problem is that for a certain texture, it fails to load it the first time. It gives this error: The operation couldn’t be completed. (GLKTextureLoaderErrorDomain error 8.) For this error code, the http://stackoverflow.com/questions/8611063/glktextureloader-fails-when-loading-a-certain-texture-the-first-time-but-succee apple documentation says the following: GLKTextureLoaderErrorUncompressedTextureUpload An uncompressed texture could not be uploaded. Available in iOS 5.0 and later. Declared in GLKTextureLoader.h. (not very much). Could I be trying to load the texture while the opengl context is in some busy state or something like that? Notes: Before getting to load this texture I load other textures and those work on the first try. Also, the exact same texture file will load ok on the second try. There should be enough free video memory as I have only a couple of textures loaded before this one. The texture is an uncompressed PNG with alpha, but I also tried with TGA (24bit & 32bit) with no luck. Any ideas are welcomed, thanks EDIT: More info: the opengl context is shared between all my screens. I'm doing this to keep my shaders and textures loaded between screens. the problem above happens when I go to my second screen. In the first screen I draw textured stuff with no problems (other textures though). The problem above happens when I load my content (game entities) in the game world. Each entity tries to load the texture. I have a simple caching system th
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