Opengl Error Codes 1282
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Opengl Error 1282 Minecraft
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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 opengl error 1280 community of 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up OpenGL Shader error 1282 up vote 3 down vote favorite I am trying to add lighting to my current scene of a simple cube. After setting up my uniforms I get a 1282 error opengl error 1281 from glGetError() for this piece of code GLuint ambientHandle = glGetUniformLocation(program->getHandle(), "ambientProduct"); glUniform4fv( ambientHandle, 1, ambientProduct ); GLuint diffuseHandle = glGetUniformLocation(program->getHandle(), "diffuseProduct"); glUniform4fv( diffuseHandle, 1, diffuseProduct ); GLuint specularHandle = glGetUniformLocation(program->getHandle(), "specularProduct"); glUniform4fv( specularHandle, 1, specularProduct ); GLuint lightPosHandle = glGetUniformLocation(program->getHandle(), "lightPosition"); glUniform4fv( lightPosHandle, 1, light.position ); GLuint shinyHandle = glGetUniformLocation(program->getHandle(), "shininess"); glUniform1f( shinyHandle, materialShininess ); Here are my shaders: vertex.glsl #version 120 attribute vec4 coord3d; attribute vec3 normal3d; // output values that will be interpretated per-fragment varying vec3 fN; varying vec3 fE; varying vec3 fL; uniform vec4 lightPosition; uniform mat4 mTransform; void main() { fN = normal3d; fE = coord3d.xyz; fL = lightPosition.xyz; if( lightPosition.w != 0.0 ) { fL = lightPosition.xyz - coord3d.xyz; } gl_Position = mTransform*coord3d; } fragment.glsl // per-fragment interpolated values from the vertex shader varying vec3 fN; varying vec3 fL; varying vec3 fE; uniform vec4 ambientProduct, diffuseProduct, specularProduct; uniform mat4 mTransform; uniform vec4 lightPosition; uniform float shininess; void main() { // Normalize
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
Opengl Error 1282 Invalid Operation Minecraft
be initiated. It will be as if the function had not been called. There are a opengl get error string few cases where this is not the case. This article is a stub. You can help the OpenGL Wiki by expanding it. Contents 1
Gluseprogram Error 1282
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 http://stackoverflow.com/questions/15722803/opengl-shader-error-1282 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 https://www.opengl.org/wiki/OpenGL_Error 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_OPERATION, 0x0502 Given when the set of state for a command is not legal for the parameters given to that command. It is also given for commands where combinations of parameters define what the legal parameters are. GL_STACK_OVERFLOW, 0x0503 Given when a stack pushing operation cannot be done because it would overflow the limit of that stack's size. GL_STACK_UNDERFLOW, 0x0504 Given when a stack popping operation cannot be done because the stack is already at its lowest point. GL_OUT_OF_MEMORY, 0x0505 Given when performing an operation that can allocate memory, and the memory cannot be allocated. The results of OpenGL functions
topic ForumsMembersHelp Files Developer Journals Gallery Calendar Downloads Resources Store Classifieds Tracker Links Home For Beginners Articles All Articles Post an Article Technical Game Programming General Programming Graphics http://www.gamedev.net/topic/639175-glgeterror-invalid-operation-1282/ Programming and Theory DirectX and XNA OpenGL and Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile Development Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Music and Sound https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetError.xml Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums All Forums Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL & opengl error Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile & Console Development Build Systems & Source Control Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Writing For Games Music and Sound Visual Arts Gallery Business Breaking into the Industry Business & Law Production & Management Community GDNet Lounge Coding Horrors Article Writing Comments, Suggestions and Ideas Your Announcements Hobby Project Classifieds Indie Project opengl error 1282 Showcase Community Developer Journals Gallery Classifieds Jobs Freelancers Hobby Projects GDNet+ Membership Store Marketplace Newsletter » Home » Forums » The Technical Side » OpenGL and Vulkan Chat Watched Content New Content 0 glGetError() INVALID_OPERATION (1282) Started by Vincent_M, Feb 21 2013 06:43 PM Old topic! Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic. You cannot reply to this topic 6 replies to this topic #1 Vincent_M Members -Reputation: 969 Like 0Likes Like Posted 21 February 2013 - 06:43 PM OpenGL doesn't appear to want to render any triangles to the screen anymore. It'll render lines for my models' bones and normals just fine, however, but no triangles... I checked glGetError() and it comes back with 1282, and a quick google reveals that this could be caused by some driver issues, however, I'm not sure. I was experimenting with some render target code before I noticed the issue, but again, I am getting some things to show up onscreen. I'm not even sure if error 1282 is the cause of this iss
When an error occurs, the error flag is set to the appropriate error code value. No other errors are recorded until glGetError is called, the error code is returned, and the flag is reset to GL_NO_ERROR. If a call to glGetError returns GL_NO_ERROR, there has been no detectable error since the last call to glGetError, or since the GL was initialized. To allow for distributed implementations, there may be several error flags. If any single error flag has recorded an error, the value of that flag is returned and that flag is reset to GL_NO_ERROR when glGetError is called. If more than one flag has recorded an error, glGetError returns and clears an arbitrary error flag value. Thus, glGetError should always be called in a loop, until it returns GL_NO_ERROR, if all error flags are to be reset. Initially, all error flags are set to GL_NO_ERROR. The following errors are currently defined: GL_NO_ERROR No error has been recorded. The value of this symbolic constant is guaranteed to be 0. GL_INVALID_ENUM An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag. GL_INVALID_VALUE A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag. GL_INVALID_OPERATION The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag. GL_INVALID_FRAMEBUFFER_OPERATION The command is trying to render to or read from the framebuffer while the currently bound framebuffer is not framebuffer complete (i.e. the return value from glCheckFramebufferStatus is not GL_FRAMEBUFFER_COMPLETE). The offending command is ignored and has no other side effect than to set the error flag. GL_OUT_OF_MEMORY There is not enough memory le