Opengl Error Code 1282
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Opengl Error 1282 Invalid Operation
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Opengl Error 1282 Invalid Operation Minecraft
just 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
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core 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 gluseprogram error 1282 opengl 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
here for a quick overview of the site Help Center Detailed answers to any questions you glteximage2d error 1282 might have Meta Discuss the workings and policies of this opengl error 1281 site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or opengl error 1280 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 http://stackoverflow.com/questions/31323870/opengl-error-1282-invalid-operation-when-using-texture of 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up OpenGL 4 GLSL 1282 INVALID OPERATION SIMPLE CODE up vote 2 down vote favorite my problem is not properly drawing simple plane; I dont know why i get once error at begining : Invalid Operation http://stackoverflow.com/questions/18423037/opengl-4-glsl-1282-invalid-operation-simple-code 1282. Can someone check that? My variables : GLfloat *tab for verticies plane int *tab2 for indecies this is my init funcion: // kolor tła - zawartość bufora koloru glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); // wczytanie shaderów i przygotowanie obsługi programu program=LoadShaders("shader.vert","shader.frag" ); //Vertexy //VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); //Verticies; glGenBuffers(1, &Verticies); glBindBuffer(GL_ARRAY_BUFFER, Verticies); glBufferData( GL_ARRAY_BUFFER,foo*sizeof(GLfloat), tab, GL_STATIC_DRAW ); unsigned int m_ciezarkow[]={0,1,0}; //Indicies glGenBuffers(1,&Indeksy); glBindBuffer(GL_ARRAY_BUFFER,Indeksy); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*size, tab2, GL_STATIC_DRAW); glUseProgram( program ); pos_cam=glGetUniformLocation( program, "camera" ); pos_color=glGetUniformLocation( program, "_color" ); glUseProgram(0); This is my draw function: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); //my camera glUniformMatrix4fv(pos_cam,1,GL_FALSE,&cam.matrix()[0][0]); //Verticies glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, Verticies); glVertexAttribPointer( 0, 3 , GL_FLOAT, GL_FALSE, 0, (void*)0 ); //Masa //glEnableVertexAttribArray(1); //glBindBuffer(GL_ARRAY_BUFFER, Masa); //glVertexAttribPointer( 0, 3 , GL_FLOAT, GL_FALSE, 0, (void*)0 ); //Indicies glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,Indeksy); glDrawElements(GL_TRIANGLES,size,GL_UNSIGNED_INT,(void*)0); glUseProgram( 0 ); glDisableVertexAttribArray(0);` opengl glsl shader share|improve this question edited Jan 19 '14 at 0:28 Gregory Wolanski 5317 asked Aug 24 '13 at 20:56 Adam Maślanka 917 1 I would start by figuring out
straydogstrut Expert BirdJoined: Aug '10Posts: 192 straydogstrut Expert BirdJoined: Aug '10Posts: 192 Erm suddenly started getting this error when I run my game. It http://forum.sparrow-framework.org/topic/warning-there-was-an-opengl-error-1282 plays as normal except a tween that's meant to happen at the http://www.cplusplus.com/forum/general/39331/ start doesn't happen. However, I have confirmed that method is getting called and since it happens when that scene is loaded it plays fine 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 opengl error 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 ATI Cards, the Demo project still runs fine so it seems to be something to do with my project. I opengl error 1282 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 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 Owl
textures anymore. I spread glGetError's all over my code and I saw that some part of the code was getting an error 1282, which is GL_INVALID_OPERATION. In the end, I got to the smaller code possible: 1
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