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Subscribed! These arguments are identical to the pixel formats used for glDrawPixels. doh' ... Meta-undecidability Shortcrust tart stopped working Fired because your skills are too far above your coworkers What's the point of requiring specific inexpensive material components?
Collaborator jmnavarro commented Aug 19, 2016 I'm afraid the WhirlyGlobeSwiftTester is deprecated. more stack exchange communities company blog Stack Exchange Inbox Reputation and Badges sign up log in tour help Tour Start here for a quick overview of the site Help Center Detailed GL_BGRA_EXT Each pixel is a group of four components in this order: blue, green, red, alpha. The preferred way to implement tests and sample code in using the AutoTester (it supports both Obj-C and Swift code) Takuro-Ito commented Aug 19, 2016 All right, I'd use AutoTester for https://www.opengl.org/discussion_boards/showthread.php/138103-invalid-value-at-glTexImage2D-!
GL_BGR_EXT provides a format that matches the memory layout of Windows device-independent bitmaps (DIBs). We appreciate your feedback. I was also using windows 7 64 bit. The textures draw ok for any pixel value 127 and below, but are nothing but black for values 128 and up.
The problem here is that when you call glTexSubImage the texture does not actually exist yet. Browse other questions tagged opengl textures or ask your own question. The time now is 10:10 PM. I do not think this won't effect the GL memory increasing the VM memory.
OK, thanks but it does not run ... In Fantastic Beasts And Where To Find Them, why are portkeys not used for long-distance travel? Rollback Post to Revision RollBack #6 Jan 22, 2011 TheBladeRoden TheBladeRoden View User Profile View Posts Send Message Stone Miner Join Date: 11/6/2010 Posts: 73 Member Details Quote from alexistukov »I Downloads and tools Windows 10 dev tools Visual Studio Windows SDK Windows Store badges Essentials API reference (Windows apps) API reference (desktop apps) Code samples How-to guides (Windows apps) Learning resources
I guess I miss something related to C++ file or OpenGL? Does anyone can help me, please ? Each shift reduces the amount of memory required by 75%, in exchange for blurrier textures. Remarks The glTexImage2D function specifies a two-dimensional texture image.
Is there any way to get around this? –ixaxaar May 17 '11 at 12:04 1 Not really — that's the maximum size that glTexImage2D will take, normally being the maximum http://www.gamedev.net/topic/441627-glteximage2d-converting-to-signed-char/ It is converted to floating point, and then assembled into an RGBA element by replicating the luminance value three times for red, green, and blue, and attaching 1.0 for alpha. Glgeterror When writing a reply to this topic, I did some package reinstalls, and I think I have found a solution. This can save ~30% in texture memory right there. - be wary of heap fragmentation when managing textures.
I believe before I only had the 32-bit version of the JRE running, and I now have the 64-bit JRE as well. The texture doesn't get created ("specified" in OpenGL terminology) until you make the first glTexImage call. The test case I pointed you to is in Swift, after all. A one-component texture image uses only the red component of the RGBA color extracted from pixels.
GLUT, GLFW, GLM) OpenGL drivers High-level APIs (e.g. The only thing I did mess was that I defined var atmosObj = MaplyAtmosphere() in func addSun(globeVC: WhirlyGlobeViewController) I thought var atmosObj = MaplyAtmosphere() was ok inside of function or not, Purchase it from dependable sources. I kinda hope its just a bug but I have no clue I run MC with TooManyItems and sometimes Zombe's Flying Mod System: Windows Vista 32bit(SP2 I do believe) 2GB Ram
How do I catch a Ditto? I'm pretty sure that the error is the game loading chunks because me standing still doesn't lag me one bit after constant lag spikes, but as soon as I move in Compatible resolution, working fine = 1024x1024, 1920x1200, 1920x1080, 704x891 2.
I guess its cause is that Swift cannot read .mm file but I don't know how to deal with it.
You should also check if your anti-virus is capable of determining viruses which trigger lost DLL files prompt message. This documentation is archived and is not being maintained. Browse other questions tagged opengl-es texture2d glteximage2d or ask your own question. Choose Switch to see the topic in its original location.
or where ? –furqan Dec 22 '12 at 13:17 You are right. Data is read from pixels as a sequence of signed or unsigned bytes, shorts or longs, or single-precision floating-point values, depending on type. Browse other questions tagged opengl textures texture-mapping texture2d glteximage2d or ask your own question. I can't see any real pattern in your texture dimensions.
If you wish to continue this conversation start a new topic. Reply to quoted postsClear » Forums » Home » Forums » The Technical Side » OpenGL and Vulkan English (USA) English (USA) English (USA) (COPY) Mark Community Read Forums Members GL_INVALID_VALUE level was less than zero or greater than log₂ max, where max was the returned value of GL_MAX_TEXTURE_SIZE. share|improve this answer edited May 13 '14 at 15:29 answered May 13 '14 at 14:40 Le Comte du Merde-fou 11.2k11740 Ok it's logical :).
So, what the issue now ? –furqan Dec 22 '12 at 10:46 add a comment| 2 Answers 2 active oldest votes up vote 4 down vote accepted Those image formats not