Opengl Error 1280 Processing
Tool DevelopmentEvents and OpportunitiesGeneral Discussion Sub forum : Move this topic Cancel Core Library Questions m.lima OpenGL Processing 2.0a5 Error: P3D: tessellated arrays are overflowing in Core Library Questions • 1 year ago opengl error 1286 at top enddraw(): invalid framebuffer operation I wrote an aplication that works with image's pixels. The array opengl error 1280 at bot begindraw invalid enumerant has an average of 76800 objects of "Pixel". On processing-1.5.1 this aplication works perfectly! But when i try to run the same app on processing-2.0a5, the app crashes and it shows a warning on log saying: "OpenGL error 1280 at top beginDraw(): invalid enumerant" "P3D: tessellated arrays are overflowing" Actually the app doesn't crash but it seems like; it runs very slowly. I've tried to run on processing-2.0a4, the same problem happened but the warning message : "P3D: tessellated arrays are overflowing" doesn't show. Obs.: - I'm using P3D -> size(200, 200, P3D); -ArrayList pDinamico = new ArrayList(); (pDinamico is the array of "Pixel" object) Thanks! 1 Replies(11) mrweix Re: OpenGL Processing 2.0a5 Error: P3D: tessellated arrays are overflowing 1 year ago Hey I have the same problem.... So far I could only find this part of code that generates the message (from http://code.google.com/p/processing/source/browse/trunk/processing/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java?r=9447), but I don't know how to handle this. Any ideas? tessellate(mode); if (flushMode == FLUSH_CONTINUOUSLY || (flushMode == FLUSH_WHEN_FULL && tessGeo.isFull())) { if (flushMode == FLUSH_WHEN_FULL && tessGeo.isOverflow()) { PGraphics.showWarning("P3D: tessellated arrays are overflowing"); } flush(); } Leave a comment on mrweix's reply andres Re: OpenGL Processing 2.0a5 Error: P3D: tessellated arrays are overflowing 1 year ago Hello, the fix for this issue is already checked in the repo, and will be available in the next release. However, if you post a simple code snippet reproducing the error, I will test it on my development version. Leave a comment on andres's reply m.lima Re: OpenGL Processing 2.0a5 Error: P3D: tessellated arrays are overflowing 1 year ago Hi Andreas... I've made this example to show what's happening. Its good to remember that code works great on processing 1.
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will probably not https://www.opengl.org/wiki/OpenGL_Error work as expected Read http://wiki.processing.org/w/OpenGL_Issues for help.OpenGL error 1286 at bot beginDraw(): invalid opengl error framebuffer operationOpenGL error 1286 at top endDraw(): invalid framebuffer operation". I have remove the method .fill() and .stroke(). jdonald 2014-08-19 18:25:15 UTC #2 I haven't seen this opengl error 1280 error, but that wiki you've linked gives good advice. What GPU do you have in your system and what version of the graphics drivers do you have installed? What version of OpenGL does this model support? If you have another computer to test on with a different OS (Mac vs Windows) or different GPU, that may help to rule out such system issues. Home Categories FAQ/Guidelines Terms of Service Privacy Policy Powered by Discourse, best viewed with JavaScript enabled
Error will result. The errors are presented as an error code. For most OpenGL errors, and for most OpenGL functions, a function that emits an error will have no effect. No OpenGL state will be changed, no rendering will be initiated. It will be as if the function had not been called. There are a few cases where this is not the case. This article is a stub. You can help the OpenGL Wiki by expanding it. Contents 1 Testing for errors 2 Meaning of errors 3 Side effects Testing for errors OpenGL errors are stored in a queue until the error is actually handled. Therefore, if you do not regularly test for errors, you will not know necessarily which function call elicited a particular error. As such, error testing should be done regularly if you need to know where an error came from. To fetch the next error in the queue (and to remove it from the queue), call this function: GLenum glGetError() If the error queue is empty, it will return GL_NO_ERROR. Otherwise, it will return one of the error enumerators below and remove that error from the queue. So to fetch all of the errors currently in the queue, you would need to loop: for(GLenum err; (err = glGetError()) != GL_NO_ERROR;) { //Process/log the error. } Meaning of errors The glGetError function returns one of the following error codes, or GL_NO_ERROR if no (more) errors are available. Each error code represents a category of user error. GL_INVALID_ENUM, 0x0500 Given when an enumeration parameter is not a legal enumeration for that function. This is given only for local problems; if the spec allows the enumeration in certain circumstances, where other parameters or state dictate those circumstances, then GL_INVALID_OPERATION is the result instead. GL_INVALID_VALUE, 0x0501 Given when a value parameter is not a legal value for that function. This is only given for local problems; if the spec allows the value in certain circumstances, where other parameters or state dictate those circumstances, then GL_INVALID_OPERATION is the result instead. GL_INVALID_O