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glError 1282 #48
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Hi, I am getting this exception while surface detection in ShareUtility Class Logs. |
The same on
|
We'd have to know the user's GPU model here. Seems like a GPU driver issue. Please provide emulator -verbose command line output and logcat from device startup so we see the configuration. |
What hardware GPU do you have? It looks like you're using Mesa, which is definitely behind Swiftshader in terms of ES 3.0 conformance and behind many modern hardware GPU drivers as well: 03-01 08:40:50.999 1399-1399/? I/SurfaceFlinger: vendor : Google (X.Org) Can you tell us more about your hardware setup? glxinfo on command line can help. Also, try to launch the emulator with -gpu swiftshader_indirect; that will use the Swiftshader software renderer which is more conformant with ES 3.0. edit: another way to get to that setting is to go to the extended settings panel > Advanced > OpenGL ES renderer (requires restart) |
@inio Also, can I get more background on
and
in terms of the sequence of GL calls? It's possible that we could trace down the exact driver bug that is affecting Mesa and Samsung, and de-risk the implementation so that it can work even with those drivers. |
@inio @741g No available drivers to be installed in the ubuntu Totally i found that However... The |
@imknown I see, that seems to be an older AMD GPU that can have issues with OpenGL ES conformance. For the hello_arcore_c, do you mean that hello_arcore_c works while the Java version throws the 1282 error? That is a very important clue! The XFCE Window problem is unexpected, hmm. Could explicitly clicking back in the emulator window to regain focus help things? |
Thank you~ @741g Yes, the
But the new Already tried: https://stackoverflow.com/a/42720450/2782426 I tried the arcore on Windows moments ago. All things work like a charm, hahah~ |
@imknown For the 1282 error, you can work around it by modifying HelloAR Java's ObjectRenderer.createOnGlThread, moving the shader loading code to the top of the function: final int vertexShader =
ShaderUtil.loadGLShader(TAG, context, GLES20.GL_VERTEX_SHADER, R.raw.object_vertex);
final int fragmentShader =
ShaderUtil.loadGLShader(TAG, context, GLES20.GL_FRAGMENT_SHADER, R.raw.object_fragment);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
GLES20.glUseProgram(program);
ShaderUtil.checkGLError(TAG, "Program creation"); The error occurs when calling For the VirtualScene focus bug, I'm investigating and will follow up when I have more information. |
@jwmcglynn Thanks, and it works~ Now the |
@imknown Here's a private build of the emulator on linux that should resolve your VirtualScene focus bug: https://drive.google.com/file/d/1tLRZbEimaC9V9TJpP5EhQlzk-xLkRtwN/view?usp=sharing |
@jwmcglynn WOW, Thanks! The P.S.: Other normal window focus bug is still there. So I cannot use the Ctrl and mouse to simulate the |
Still receiving error |
Hi, I started flutter recently and experiencing an issue while running weather app on android emulator console is showing : Launching lib\main.dart on Android SDK built for x86 in debug mode... Please help |
Hi guys, I am trying the arcore in one of my apps, and I get stuck at this point, where it gives me a glError 1282.
E/HelloArActivity: Exception on the OpenGL thread
java.lang.RuntimeException: Setting up to draw planes: glError 1282
at ar.rendering.ShaderUtil.checkGLError(ShaderUtil.java:71)
at ar.rendering.PlaneRenderer.drawPlanes(PlaneRenderer.java:359)
at ar.HelloArActivity.onDrawFrame(HelloArActivity.java:291)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1562)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1262)
Any one faced this issue? I am using s8, and have installed the arcore-preview apk. Strangely the app works independently (HelloAr Java), but when I integrated the app in my custom app, it gives me this exception.
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