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Comments (7)

MasDennis avatar MasDennis commented on July 2, 2024

Cheers Arjan, I'll investigate.

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xroberx avatar xroberx commented on July 2, 2024

Not sure if it is related, but I always get these two errors:

05-31 10:36:11.595: E/Adreno200-ES20(3132): <process_gl_state_enables:456>: GL_INVALID_ENUM
05-31 10:36:32.825: E/Adreno200-ES20(3132): <qgl2DrvAPI_glDeleteTextures:720>: GL_INVALID_VALUE

The former always comes before 05-31 10:36:32.665: D/Rajawali(3132): Creating OpenGL ES 2.0 context
And the latter comes after it.

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arjansomers avatar arjansomers commented on July 2, 2024

I found at least some source of these errors.

In OpenGL ES 2.0 it is no longer required to glEnable(GL_TEXTURE2D)

In fact is is no longer allowed and will throw a GL_INVALID_ENUM error (as described in 2.0 spec: http://www.khronos.org/opengles/sdk/docs/man/)

The problem i found was in AMaterial;.bindTextures(). I did not search further, but i assume similar openGL ES 1.x style calls may be presesent in your code.

If you would be so kind to fix them it would be greatly appreciated as i enjoy using your framework.

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arjansomers avatar arjansomers commented on July 2, 2024

In relation to my last comment: In fact the bind and unbind functions in AMaterial can be completely removed, as well as a call to enable/disable a cubemap texture (search for glEnable to locate it).

After removing these calls i also noticed a lot of errors when pausing/resuming the app. In BaseObject3D.render() there is a call to mMaterial.useProgram(); which results in an INVALID_VALUE error. I think there might be something wrong when an app is resumed such that the program is not re-created.

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MasDennis avatar MasDennis commented on July 2, 2024

Awesome, thanks for investigating :-) I'll try to make the changes today.

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arjansomers avatar arjansomers commented on July 2, 2024

Great!

Btw, for faster bug hunting i added the following class

public class Test {

    public static void checkError(StackTraceElement stackTraceElement) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.v(stackTraceElement.getClassName()+"."+stackTraceElement.getMethodName()+":"+ stackTraceElement.getLineNumber(), "glError: " + GLU.gluErrorString(error));

        }       

    }

}

And added lots of these calls to the code:

Test.checkError(Thread.currentThread().getStackTrace()[2]);

It makes it easier to quickly locate the source of errors. Good luck finding the bugs.

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MasDennis avatar MasDennis commented on July 2, 2024

I'm working on this, but I'm running out of time. Will continue working on this after the weekend.

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