Openg GL 2.0 Android erreur 0x501 (GL_INVALID_VALUE)

Je suis en train de construire un peu Ouvert GL2.0 démonstration de l'application sur android, mais j'obtiens les erreurs suivantes

dans le journal de chat

07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context     (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context         (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context     (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)

dans la Console

[2012-07-02 20:50:44 - Emulator]     development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetAttribLoc    ation:826 error 0x501
[2012-07-02 20:50:44 - Emulator]     development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetUniformLocation:1383 error 0x501

mon code

Vue

package limitliss.graphics.play;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
public class OGLView extends GLSurfaceView implements Renderer {
private int mColorType = 0;
private float rotx = 0.0f;
private float roty = 0.0f;    
Triangle tri = new Triangle();
public OGLView(Context context) {
super(context);
setEGLContextClientVersion(2);
this.setRenderer(this); 
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
//TODO Auto-generated constructor stub
}
public static int loadShader(int type, String shaderCode){
//create a vertex shader type (GLES20.GL_VERTEX_SHADER)
//or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
//add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
//Set the background frame color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
tri.draw();
}
public void onDrawFrame(GL10 unused) {
//Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
tri.draw();
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
}
Triangle
package limitliss.graphics.play;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
public class Triangle {
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
private FloatBuffer vertexBuffer;
int mProgram;
int mPositionHandle;
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
"  gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
"  gl_FragColor = vColor;" +
"}";
//number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { //in counterclockwise order:
0.0f,  0.622008459f, 0.0f,   //top
-0.5f, -0.311004243f, 0.0f,   //bottom left
0.5f, -0.311004243f, 0.0f};   //bottom right
public Triangle() {
//initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
//(number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
//use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
//create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
//add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
//set the buffer to read the first coordinate
vertexBuffer.position(0);
int vertexShader =  OGLView.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader =  OGLView.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram();             //create empty OpenGL ES Program
GLES20.glAttachShader(mProgram, vertexShader);   //add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); //add the fragment shader to program
GLES20.glLinkProgram(mProgram);    
}
public void draw() {
//Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
//get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
//Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
//Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
COORDS_PER_VERTEX, vertexBuffer);
//get handle to fragment shader's vColor member
int mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
//Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
//Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
//Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
public void render(GL10 gl){
gl.glPushMatrix();
gl.glColor4f(this.color[0],this.color[1],this.color[2],this.color[3]); 
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glPopMatrix();
}
}
Aussi loin que mon expérience va récemment, il est fortement déconseillé de l'exécution d'OpenGL trucs dans l'émulateur. Si je comprends bien, votre application est ok, mais pour une raison quelconque, vous disposez d'un code de l'exécution à l'extérieur de votre OpenGL fil qui est censé être là. Essayer de se débarrasser de tri.draw() de votre onSurfaceCreated

OriginalL'auteur Billybonks | 2012-07-02