OpenGL Error (GL_INVALID_VALUE) at createFontsTexture
See original GitHub issueHi, I am getting this error with LibGDX 1.9.9, imgui v1.67-beta-00
Exception in thread "main" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.Exception: OpenGL Error (GL_INVALID_VALUE) at createFontsTexture
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:117)
at com.x.prototype.desktop.DesktopLauncher.main(DesktopLauncher.kt:17)
Caused by: java.lang.Exception: OpenGL Error (GL_INVALID_VALUE) at createFontsTexture
at gln.GlnKt.checkError(gln.kt:78)
at gln.GlnKt.checkError$default(gln.kt:61)
at imgui.impl.ImplGL3.createFontsTexture(ImplGL3.kt:129)
at imgui.impl.ImplGL3.createDeviceObjects(ImplGL3.kt:94)
at imgui.impl.LwjglGlfw.newFrame(LwjglGlfw.kt:107)
at com.x.prototype.screen.TileEditorScreen.show(TileEditorScreen.kt:23)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.x.prototype.App.setCurrentScreen(App.kt:32)
class TileEditorScreen(app: AppContext, val levelName: String, val loadMap: Boolean)
: BaseScreen(app) {
private lateinit var context: Context
override fun show() {
super.show()
context = Context()
LwjglGlfw.init(GlfwWindow.from((Gdx.graphics as Lwjgl3Graphics).window.windowHandle))
ImGui.styleColorsDark()
}
override fun renderScene(delta: Float) {
LwjglGlfw.newFrame()
with(ImGui) {
begin("Demo_0", booleanArrayOf(true), 0)
text("Hello, world!")
end()
showDemoWindow(booleanArrayOf(true))
render()
drawData?.run {
ImplGL3.renderDrawData(this)
}
}
}
override fun dispose() {
LwjglGlfw.shutdown()
context.shutdown()
}
}
In BaseScreen I have this:
final override fun render(delta: Float) {
clearScreen()
uiStage.act()
app.soundManager.update()
renderScene(delta)
renderHud()
}
abstract fun renderScene(delta: Float)
private fun renderHud() {
uiStage.draw()
}
It does not happen when I disable renderHud
in render
but It happens also when I add after renderScene just empty batch.begin(); batch.end()
like this:
abstract class BaseScreen(val app: AppContext) : com.badlogic.gdx.Screen, InputProcessor { //
...
final override fun render(delta: Float) {
...
renderScene(delta)
batch.begin()
batch.end()
}
In App I have this:
class App : Game(), AppContext {
...
override var currentScreen: Screen
get() = screen
set(value) {
if (screen != null) {
screen.dispose()
}
setScreen(value)
}
and I open screen like this:
loadMap.onClick {
app.currentScreen = TileEditorScreen(app, mapName.text, true)
}
Issue Analytics
- State:
- Created 5 years ago
- Comments:5
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Can you create a minimal reproducible error? This means create a single file with the least amount needed to create the error. Otherwise, please link the repository.
Yes that’s possible. I have solved It by using only one Spritebatch for entire application. Thanks for your help.