glGetError

This topic contains 8 replies, has 3 voices, and was last updated by  jacekc 7 years, 4 months ago.

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  • #30171

    Hi, I’m getting glGetError() number 0x500 when I call glShaderSource() on first vertex shader my program makes. All the other vertex shaders are fine after this one. I can’t ignore the error as the attach fails on the program object later on.

    If I call glShaderSource() on the same source again, I get no error.

    eg:

         VertexShader = glCreateShader(GL_VERTEX_SHADER);

         glShaderSource(VertexShader, 1, (const char**)&ps, NULL);

            glGetError(); <<< returns 0x500

         glShaderSource(VertexShader, 1, (const char**)&ps, NULL);

            glGetError(); <<< returns no error.

    Anyone know whats going on?

    The vertex shader itself can be as simple as void main( void ) {} and the error still occurs.

    Thanks.

    Steve.

    #34003

    jacekc
    Member

    Hi,

    thanks for report. Could you please send as narrowed example that will help us to reproduce the problem? if possible please send it to devtech@imgtec.com

    Regards,

    #34004

    Xmas
    Member

    Have you checked that the error is not caused by an earlier GL call? 0x500 is GL_INVALID_ENUM, which should never happen with glShaderSource.

    #34005

    I’ve found that particular error. It was caused by calling:

                   glFramebufferTexture2D(GL_TEXTURE_2D,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,s->Surface,0);

    instead of

                   glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,s->Surface,0);

    This produces less than helpful errors when glShaderSource is called. Ideally this should not happen.

    I have some other errors that seem odd too, I’ll take a look at them when I have a moment.

    glGetError is called before any routines I’m testing in order to remove any previous errors.

    Thanks,

    Steve.

    #34006

    jacekc
    Member

    Thanks very much for you investigation of that problem. We will look to that

    #34007

    I’m also getting error code 0x502 when calling:

    // FBO is my framebuffer object, not the default one.

    glBindFramebuffer(GL_FRAMEBUFFER,FBO);     

    glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,0);

    glGetError returns 0x502 here.

    #34008

    jacekc
    Member

    Thanks again.

    #34009

    Sorry to be a pain, but I appear to be getting problems all over the place:

              GLuint myfb;

              GLuint Surface;

              glGenFramebuffers(1,&myfb);

              glBindFramebuffer(GL_FRAMEBUFFER,myfb);

              glGenRenderbuffers(1,&Surface);

              GL_ERRORCHECK;

              glBindRenderbuffer(GL_RENDERBUFFER,Surface);

              GL_ERRORCHECK;

              glRenderbufferStorage(GL_RENDERBUFFER,GL_STENCIL_INDEX8,width,height);

              GL_ERRORCHECK; << I GET ERROR 0x500 here.

    I’ve tried just GL_STENCIL too.

    Is there any time scale for getting these issues addressed?

    Many thanks,

    Steve.

    #34010

    jacekc
    Member

    Hi,

    The issues you have pointed out will be fixed in next release which is scheduled for August 2010. 

    Many thanks for your feedback,

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