Opengl Get Error 1282
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Opengl Error 1281
I have the following fragment shader: #version 330 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 opengl error 1280 = texColor * intensity; } If I run my program, I get 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 rel
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Opengl Error Codes
GLUT & Utility Libraries Programming Language Bindings Benchmarks Mailing Lists & opengl get error string News Groups Archived Resources Wiki Forums About OpenGL Contact Us OpenGL logo Advertise on OpenGL Jobs Register glteximage2d error 1282 Help Remember Me? What's New? Forum New Posts FAQ Calendar Forum Actions Mark Forums Read Quick Links Today's Posts View Site Leaders Khronos Forums COLLADA forums OpenGL: http://stackoverflow.com/questions/31323870/opengl-error-1282-invalid-operation-when-using-texture Getting Started Advanced Search Forum DEVELOPERS OpenGL coding: beginners glGetError() returning "invalid operation" before I do anything... First time visitors, please read our FAQ and our Forum Rules and Guidelines. You must register before you can post. Page 1 of 3 123 Last Jump to page: Results 1 to 10 of 30 Thread: glGetError() returning https://www.opengl.org/discussion_boards/showthread.php/124403-glGetError()-returning-invalid-operation-before-I-do-anything "invalid operation" before I do anything... Thread Tools Show Printable Version Email this Page… Display Linear Mode Switch to Hybrid Mode Switch to Threaded Mode 03-14-2003,07:05 PM #1 Rodzilla View Profile View Forum Posts Private Message Visit Homepage Junior Member Newbie Join Date Mar 2003 Posts 15 glGetError() returning "invalid operation" before I do anything... I was having a problem with OpenGL even clearing the background color in my Init() function, so I threw in a check for glGetError() at the beginning of my graphics class constructor. For some reason, right when my class is constructed, glGetError() returns error code 1282, or "invalid operation." Why could it be doing this? I haven't called a single OpenGL function yet and it's saying I performed an invalid operation? Thanks for the help. 03-14-2003,07:22 PM #2 shinpaughp View Profile View Forum Posts Private Message Advanced Member Frequent Contributor Join Date Jan 2003 Location Virginia Posts 586 Re: glGetError() returning "invalid operation" before I do anything... First,
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 http://forum.sparrow-framework.org/topic/warning-there-was-an-opengl-error-1282 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 https://www.gidforums.com/t-2862.html 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 opengl error 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 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 opengl get error 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 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
this Thread Rate Thread #1 03-Jun-2004, 09:03 mvt New Member Join Date: Jun 2004 Location: Flordia Posts: 2 OpenGL always reports error The following code has been reduced to the minimum necessary to produce the error: CPP / C++ / C Code:
#includeThe output is: Code: error value = 1282 error value = 1282 error value = 1282 error value = 1282 error value = 1282 error value = 1282 Press any key to continue . . . My full program produces the desired 3D drawing, except with some texture mapping errors that I am trying to locate using glGetError(). However, no matter where I make the call I get this same error, 1282 = 0x502 = GL_INVALID_OPERATION. Even if I make an OpenGL call that I know is in error and should produce a different error code, I still get this one. Any ideas? Thanks, Mark #2 03-Jun-2004, 09:07 mvt New Member Join Date: Jun 2004 Location: Flordia Posts: 2 I forgot to mention: I am using the DevC++ compiler environment under WindowsXP and using the FLTK GUI toolkit. #3 04-Jun-2004, 06:42 Garth Farley Awaiting Email Confirmation Join Date: May 2002 Location: Ireland Posts: 638 From what little I've seen on this, this is one of those vague errors that pop up for a multitude of reasons. I can suggest is to try updating your graphics drivers, as I've heard some drivers don't get on well with gl. Invalid Operation errors sound like you're calling something inside glBegin() and glEnd()that you shouldn't be, or somethign outside that should be inside. I'm afraid I know nothing else to help, so I suggest you visit the www.opengl.org for more expert advice! Sorry GF « Previous Thread | Next Thread » Thread Tools Show Printable Version Email this Page Search this Thread Advanc#include #include using namespace std; int main(int argc, char** argv) { cout << "error value = " << glGetError() << endl; cout << "error value = " << glGetError() << endl; cout << "error value = " << glGetError() << endl; cout << "error value = " << glGetError() << endl; cout << "error value = " << glGetError() << endl; cout << "error value = " << glGetError() << endl; system("pause"); return 0; }