Using the opengl driver on Irrlicht 1.7.2, running under Win 7 64-but, Nvidia 540M latest drivers, I´m seeing warnings although the code works perfectly.
I call lock on a texture to get a ptr to its pixel data. I copy the pixel data (reading only), and then call unlock, which updates the GPU.
However, tracing thro the code, it generates an error in uploadTexture.
Calls:-
void COpenGLTexture::unlock()
uploadTexture(false, 0, MipLevelStored);
Errors:-
GL_INVALID_VALUE - Could not bind Texture
The updated texture pixels are updated to the GPU and the code works, but why the errors?
Also, after using Irrlicht with the opengl driver, after erasing all nodes, textures and meshes, reusing Irrlicht is unstable and often crashes, with the solution being to delete and recreate, with is time costly.
Under D3D driver the same code works perfectly, no errors, and I can reuse the instantiated engines after clearing down.
Any ideas please? I´d like OpenGl to work better than D3D!
Spurious opengl warning "Could not bind Text" but code works
Re: Spurious opengl warning "Could not bind Text" but code w
this happens also with the examples of irrlicht? it is really strange to me. Some code that for you reproduce your troubles? GL_INVALID_VALUE could be passing as parameters stuff of OpenGL 3.0 and below in a OpenGL4.x and above drivers. Are you using recompiled irrlicht version or the original binary? can you call also glGetString(GL_EXTENSIONS) and post the whole string returned? (for that you need to include irrlicht OpenGL extension handler or just including glew in your project, see references of all that stuff for more info).
Have you tried some simple OpenGL application wich doesn't use irrlicht?
Have you tried some simple OpenGL application wich doesn't use irrlicht?
Junior Irrlicht Developer.
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Re: Spurious opengl warning "Could not bind Text" but code w
The GL error code is 0x501, and when the error occurs, which is exactly every other call to irrlicht´s unlock, triggered within the function uploadTexture, the texture still gets uploaded, or thats how it seems looking at the animation.
If I immediately repeat the call the uploadTexture just after the errors show, by moving the code pointer to it again, no errors occur.
If I immediately repeat the call the uploadTexture just after the errors show, by moving the code pointer to it again, no errors occur.