IMGSRV: HardwareTextureUpload failed

This topic contains 2 replies, has 2 voices, and was last updated by  NiCoX 7 years, 8 months ago.

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  • #30096

    NiCoX
    Member

    Hi,

    I’m having this error while trying to create a framebuffer object on Motorola Milestone (Android 2.0) using OpenGL ES 2.0:

    E/IMGSRV  ( 2578): texdata.c:851: HardwareTextureUpload: Failed to load texture image (error=6)

    I’m using glCheckFramebufferStatus, but it does not return an error. I only have this line in the Android log.

    My window surface is 32bpp for color and 16bpp for depth, and the framebuffer objects that fail to create have a NPOT 32bpp color buffer and a 16bpp depth buffer (so same configuration than the window).

    Would it be possible to know what this error means ?

    For info, the same code is working well on iPhone 3GS (so a similar GPU), HTC Nexus One (Android 2.0) and nVidia Tegra 250 board (Android 2.0). I’m facing similar problems on Palm Pre, but I’m focusing on Android for now.

    Thanks!

    #33820

    Xmas
    Member

    Hi,

    Apart from the log message, what is the actual incorrect behaviour you are seeing?

    #33821

    NiCoX
    Member

    Hi Georg,

    Thank you for answering. I use FBOs to perform post rendering effects such as Bloom, and when this message appears (one message per FBO I try to create) the effects are not showing. That said I have other problems with the SGX chipsets and OpenGL ES 2.0, perhaps the lack of post rendering effect is not due to that message. Anyway I would like to know if there are restrictions using FBOs on the SGX platform with your drivers (the same code works on Adreno, Tegra, and iPhone 3GS).

    Thanks Smile

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