Reputation: 11436
I am getting GL_INVALID_ENUM code when calling glGetError right after glew init has finished and before any other gl command was called.I am setting OpenGL 4.2 CORE ,forward compatible.Using GLFW for window/input and GLEW for gl context all this running on Windows 7 64bit.My graphic card is GeForce 550GT which has the latest drivers with OpenGL 4.2.Another strange thing is that I was using glDrawElements() which worked fine.But then I tried glDrawArrays(), which I needed for some specific task, and it didn't work at all.I double rechecked all the gl syntax ,buffer creations shaders etc.Nothing.I do get GL_INVALID_OPERATION when calling glDrawArrays() and I have no Idea why.All this work is a mini render engine but currently the pipeline is really simple so I can't understand what can be the problem.Here is how I initialize the context and window:
void Engine::InitWithGLFW(){
if(!glfwInit()){
exit(EXIT_FAILURE);
}
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindowHint(GLFW_FSAA_SAMPLES,0);
glfwDisable( GLFW_AUTO_POLL_EVENTS );
#ifdef DEBUG
glfwOpenWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#endif
if(!glfwOpenWindow(_width,_height,8, 8, 8, 8, 24, 8,GLFW_WINDOW)){
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetWindowTitle("XDEngine V-1.0");
InitGlew();
}
void Engine::InitGlew(){
glewExperimental=GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
glEnable(GL_MULTISAMPLE);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
glEnable(GL_DEPTH_CLAMP);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glfwSetWindowSizeCallback(Reshape);
}
And this is the render loop for glDrawArrays():
void Draw(){
_material->Draw();///activate shader program
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_material->PostDraw(); //deactivate shader program
}
As I said , all the buffers and shader programs are initialized ok. UPDATE: Ok , I found the answer for the first issue :
Seems like GL_INVALID_ENUM may happen after GlewInit and it is not supposed to screw the rendering.So I am left with the second problem...
I found the workaround for GL_INVALID_ENUM when calling glDrawArrays() with VBO.If I pack the VBO into VAO The error disappears and I get the rendering working.Does it mean that in forward compatible core profile we can't draw using VBO directly?Never seen anything related to it in the official docs.
Upvotes: 3
Views: 4296
Reputation: 473427
Vertex array objects are not optional in the core profile. The GL_INVALID_ENUM
error is probably coming from somewhere else; you should be getting GL_INVALID_OPERATION
. Remember: OpenGL errors are buffered, so you have to keep fetching GL errors until you come back with GL_NO_ERROR
.
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
Please stop doing this. Forward compatibility is virtually meaningless in a core profile.
Upvotes: 5