Opengl Error 1282
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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 opengl error 1282 minecraft Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs opengl error 1282 invalid operation Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 6.2 million programmers, just opengl error 1282 invalid operation minecraft like you, helping each other. Join them; it only takes a minute: Sign up Opengl error 1282 (invalid operation) when using texture() up vote 1 down vote favorite I have the following fragment shader: #version 330 core gluerrorstring layout (location = 0) out vec4 color; uniform vec4 colour; uniform vec2 light_pos; in DATA { vec4 position; vec2 texCoord; float tid; vec4 color; } fs_in; uniform sampler2D textures[32]; void main() { float intensity = 1.0 / length(fs_in.position.xy - light_pos); vec4 texColor = fs_in.color; if (fs_in.tid > 0.0) { int tid = int(fs_in.tid + 0.5); texColor = texture(textures[tid], fs_in.texCoord); } color = texColor * intensity; } If I run my program, I get opengl
Glteximage2d Error 1282
error 1282, which is invalid operation. If I don't use the texture(), so I write texCoord = vec4(...) it works perfectly. I'm always passing in tid (texture ID) as 0 (no texture) so that part shouldn't even run. I've set the textures uniform to some placeholder, but as far as I know this shouldn't even matter. What could cause the invalid operation then? opengl glsl fragment-shader share|improve this question asked Jul 9 '15 at 16:59 CodezMe 4618 add a comment| 1 Answer 1 active oldest votes up vote 4 down vote accepted Your shader compilation has most likely failed. Make sure that you always check the compile status after trying to compile the shader, using: GLint val = GL_FALSE; glGetShaderiv(shaderId, GL_COMPILE_STATUS, &val); if (val != GL_TRUE) { // compilation failed } In your case, the shader is illegal because you're trying to access an array of samplers with a variable index: texColor = texture(textures[tid], fs_in.texCoord); This is not supported in GLSL 3.30. From the spec (emphasis added): Samplers aggregated into arrays within a shader (using square brackets [ ]) can only be indexed with integral constant expressions (see section 4.3.3 “Constant Expressions”). This restriction is relaxed in later OpenGL versions. For example, from the GLSL 4.50 spec: When aggregated into arrays within a shader, samplers can only be indexed with a dyn
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Gluseprogram Error 1282
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straydogstrut Expert BirdJoined: Aug '10Posts: 192 straydogstrut Expert BirdJoined: Aug '10Posts: 192 Erm suddenly started getting this error when I run my game. It plays as normal except a tween that's meant to happen at the start doesn't happen. However, I have confirmed that http://forum.sparrow-framework.org/topic/warning-there-was-an-opengl-error-1282 method is getting called and since it happens when that scene is loaded it plays fine https://forum.processing.org/two/discussion/3155/opengl-error-1282-at-top-enddraw-invalid-operation at other times (so presumably its a side effect of the warning message). I wasn't even working in that class at all - i've been fiddling around re my other question - so don't know why this warning has suddenly started appearing. I've actually removed the class I was working on completely and it's still showing the error. Although Google suggested something to do with opengl error ATI Cards, the Demo project still runs fine so it seems to be something to do with my project. I would post code but nothing has been changed in the classes remaining. Posted 5 years ago # Durrza Senior BirdJoined: Oct '10Posts: 98 Durrza Senior BirdJoined: Oct '10Posts: 98 That is binding an invalid texture, i reckon what you are trying to animate has been released already. Posted 5 years ago # Daniel Primary FeatherJoined: Jan '10Posts: 4,722 Daniel Primary opengl error 1282 FeatherJoined: Jan '10Posts: 4,722 Hm, that's difficult to say! As far as I found out, the error is named "GL_INVALID_OPERATION", which, well, doesn't say much *g*. I agree with Durrza, it's likely that a texture that is still in use has been dealloc'ed too early. To get closer to the root of the problem, you could copy the error-checking code in "SPRendering.m" to many more places in that file (e.g. at the end of every render method), and add a breakpoint when an error is found. Then you'll see which object is being rendered when the error first appears. It's likely that there's some problem with this object or its texture. Posted 5 years ago # enbr Moderating OwlJoined: Oct '10Posts: 859 enbr Moderating OwlJoined: Oct '10Posts: 859 Hi, I am also having this issue. I am not doing anything out of the ordinary. UPDATE: I tried to see if the same issue happened on the demo and it didn't. I think it has something to do with the Sparrow source or the sodeso.nl templates because the problem occurs with a new template. At least it's not my code. UPDATE 2: I also found these warnings when I use the templates, maybe the two problems are related. The 'sparrowView' outlet of 'Untitled App Delegate' is connected to 'View' but 'sparrowView' is no longer defined on AppDelegate. The 'window' outlet of 'Untitled App Delegate' is connected to 'Window' but 'window' i
Register Categories Recent Discussions Unanswered Categories All Categories 17.2KAnnouncements & Guidelines 6 Common Questions 24 Using Processing 15.2K Programming Questions 8.6K Questions about Code 4K How To... 3.3K Hello Processing 55 GLSL / Shaders 190 Library Questions 2.7K Hardware, Integration & Other Languages 1.7K Kinect 435 Arduino 662 Raspberry PI 60 Questions about Modes 1.3K Android Mode 800 JavaScript Mode 326 Python Mode 80 Questions about Tools 84 Developing Processing 323 Create & Announce Libraries 170 Create & Announce Modes 12 Create & Announce Tools 22 Summer of code 2016 4 Summer of Code 2015 40 Summer of Code 2014 22 p5.js 626 p5.js Programming Questions 325 p5.js Library Questions 128 p5.js Development Questions 18 General 1.1K Share Your Work 487 Events & Opportunities 208 General Discussion 319 In this Discussion hamoid February 2014 mcspud February 2014 PhiLho February 2014 sephm February 2014 OpenGL error 1282 at top endDraw(): invalid operation sephm February 2014 edited February 2014 in Programming Questions I've been making some research about this issue for a day or 2 already, and the only thing I got from the Processing forum and from this page (https://github.com/processing/processing/issues/2246) is that I need to update my video card. What I'm really wondering about is that I'm using the same basic code that I had when I was still using P5 1.5.1., which works perfectly by the way. And now with the latest P5 2.1.1, the issue is quite confusing. current setup: macbook pro late 2011 running mavericks Any help or explanation will be greatly appreciated. Thanks! Tagged: opengl #error enddraw Answers sephm February 2014 edited February 2014 Example: http://forum.processing.org/two/discussion/2855/hi-resolution-saving-function-does-not-work-#Item_6 Code below still yield the same problem: void setup() { size(1024, 768, P3D); } void draw() { } void keyPressed() { if (keyCode == ENTER) { PGraphics PGpx = createGraphics(width, height, P3D); beginRecord(PGpx); endRecord(); PGpx.save("myImage.jpg"); } } sephm February 2014 edited February 2014 Anyone? :) sephm February 2014 Hi guys! Could anyone have any idea about this issue? Thanks! PhiLho February 2014 "What I'm really wondering about is that I'm us