Opengl Error In Eaglview Swapbuffers
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CCLayerColor like this: CCLayerColor *blackBg = CCLayerColor::layerWithColor(ccc4(0, 0, 0, 100)); or when I use pvr textures with transparency @CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(“images.plist”, “images.pvr”);CCSprite *background = CCSprite::spriteWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(“Bckgr.png”));@ gramulho 2012-01-26 19:45:36 UTC #2 Every time i Init my game i also get this error: OpenGL error 0x0500 in -[EAGLView swapBuffers] But it apparently it does not interfere with my game in anyway. It looks ok! But i would love to know what is causing this. My png spritesheet also has transparency. Have not tried loading a spritesheet without http://stackoverflow.com/questions/10160995/cocos2d-opengl-error-0x0502-in-eaglview-swapbuffers alpha though to confirm this. walzer 2012-01-27 09:12:34 UTC #3 Hi Nicolay, which platform did you meet this bug? kolyosick 2012-01-27 09:17:46 UTC #4 I have faced it on iOS gramulho 2012-01-27 12:35:55 UTC #5 My appeared on iOS as well, dont know if the same happens on android because i havent checked out the console yet. devdorris 2012-02-09 22:50:39 http://discuss.cocos2d-x.org/t/opengl-error-0x0500-in-eaglview-swapbuffers/1614 UTC #6 I am getting this error every time I load a CCParticleSystemQuad into a scene with a CCParallaxNode in the background. If I take out the CCParallaxNode, the error goes away and everything is smooth. If I add the CCParallaxNode back in, the error comes back, the whole screen flickers, and “blank” squares start appearing over all of the nodes in the scene. I’ve tried all of the tricks I can find online, but nothing seems to work. Any help would be appreciated. This is all on iOS. The same code crashes Android when the CCParallaxNode is added. tix 2012-02-10 01:56:21 UTC #7 I have a case as same as what Brandon Dorris mentioned in iOS AdiFly 2012-02-10 07:27:30 UTC #8 I have the same issue. gramulho 2012-02-10 11:53:43 UTC #9 Might be related to ccparallaxnode, since i use it in my game and have the same error as well. But both iOS and Android do not crash and everything appears to be normal. The game runs at > 50 fps on both devices. I only
found that if I trigger buzzdoes using the popup (when the app first loaded, not the button on the main menu), it will hung when I exit buzzdoes and return to game. Can see tones of http://new2objectivec.blogspot.com/2012/09/opengl-error-0x0506-in-eaglview.html error as below: 2012-09-12 23:53:24.717 Where is it[21084:707] failed to call context 2012-09-12 23:53:24.723 Where http://www.cocoachina.com/bbs/read.php?tid=157419 is it[21084:707] cocos2d: surface size: 480x320 2012-09-12 23:53:24.726 Where is it[21084:707] Failed to make complete framebuffer object 8cdd OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in opengl error -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] OpenGL error 0x0506 in -[EAGLView swapBuffers] ....... The strange thing is, it works without problem in simulator. It only hung and show this error message in the log when I test on the iPhone 3GS (iOS5.1.1) device.Found quite a few people on the net also had the same issue. If I test opengl error in it on the iPad 2 (iOS5.0.1) device, it also hung, but didn't show anything in the log... Sent all these info to Arthur/buzzdoes, see if they can work out what's wrong... The Cocos2D version I am using is 1.0.1 as shown below from "cocos2d.h" // 0x00 HI ME LO // 00 01 00 01 #define COCOS2D_VERSION 0x00010001 According tothis old page, "0x0506 means: INVALID_FRAMEBUFFER_OPERATION_EXT" Urh.....What is that? Continue researching.... [Update 16/Sep/2012] Thanks to help rfom Arthur and Elad from buzzdoes, they released a fix and after a few test, the issue has been resolved. Though still don't know much about that OpenGL error, at least the whole thing is working ok now. I could have submitted the current version to App Store as Arthur suggested, but I really want to wait 1-2 more weeks to get the app working and tested for iOS 6 and iPhone 5, at least in the simulator, as I am still waiting for the local telcos to release plans for iPhone 5. Will do another few more days of testing, if all goes well, I might even integrate buzzdoes to my second game Mespfi too! Posted by Hello Objective-C! at 00:16 Email ThisBlogThis!Share to TwitterShare to FacebookShare to Pinterest Labels: problem 2 comments: 紫煌1 October 2012 at 23:16I have t
´ CVPר Ƹ App StoreӦ ǩ Ա Ӧ ־ Ⱥ Ȱ ¼ ѫ Աб ͳ Ϣ IPͳ Ŷ Ա ǩ ҷ űǩ: lؔ ios app ƻ iOS macOS Swift Դ App Ϸ WebApp App Store App Store齻 Appƹ Ա ۺ´ ͷר CocoaChinaڲ Ϸ Cocos2d-x Cocos Creator CVPר CocoaChina » Cocos2d-x » OpenGL error 0x0500 in -[EAGLView swapBuffers] һһ : OpenGL error 0x0500 in -[EAGLView swapBuffers] mffdd123 : * UID: 0 : * : * ɿɶ: * CB : * ʱ: (ʱ) עʱ: * ¼: * ¥ : 2012-07-19 16:23 : Web Page Ķ ֻ¥ С OpenGL error 0x0500 in -[EAGLView swapBuffers] CocoaChinaԱתдԴӵַ OpenGL error 0x0500 in -[EAGLView swapBuffers] ô汾1.0.13 ظ ٱ һһ CocoaChina » Cocos2d-x http://www.cocoachina.com/bbs ݳվΧȷǷȫ ȡ ٻظ ע(»ظվ֪ͨ) 100 ֽ ģʽ Ӵ ɫ ɫ ͼƬ ֤: ֤: ƻ˾CEO˭2 ȷ: õɹ۵Ļֽ鿴ֹ̳ "Ctrl+Enter"ֱύ һ һ վͼ ϵ Cookies ֻ ҳ Ϸ App Storeо iOS Ϸ Cocos ҵ綯̬ Ʒ ߷ ̳ ʴ ߿ Cocos̵ ϴ ̳ OS X Swiftר iOS App Store齻 Ϸ ´ App StoreӦ ǩ FAQ עCocoaChina ע ÿƼ ɨһɨ ƶ ͷ ©2015 Chukong Technologies,Inc. | Cocoa China ƻվ Powered by phpwind Certificate Code © 2003-2010 phpwind.com Corporation.11010502011183ICP֤ 1