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
Top Results From Across the Web
OpenGL Error: 1281 (Invalid value) #1289 - sp614x/optifine
This is a driver issue and occurs in JVM outside the game . Update your Graphics Diver and see if the latest driver...
Read more >Font destruction causes OpenGL error when Text is drawn in ...
If a text is drawn to a window in a separate thread, an OpenGL error is reported when the font is destroyed. The...
Read more >OpenGL error combining renderer text from ttf and background ...
I am having a problem with Opengl and Opengl ES. I want to make squares with png image textures and render text in...
Read more >Bug #657085 “OpenGL Error 1281 - “Invalid Value
The problem is the following: Currently, JHV only uses textures whose sides have a length which is a power of two. Obviously, in...
Read more >OpenGL Error: 1281 (Invalid value) Fix? : r/Optifine - Reddit
Every now and then I get this message in the chat box that says "OpenGL Error: 1281 (Invalid value)", are there any causes/fixes...
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
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.