Errors after changed OpenGL code from ES 1.0 to ES

2019-08-08 21:27发布

问题:

I changed code from ES 1.0 to ES 2.0 in cocos2d-x

Code in ES 1.0 version

const float DARK=30.0f;
int n = m_sGridSize.x * m_sGridSize.y;
glEnable(GL_CULL_FACE);
glDisableClientState(GL_COLOR_ARRAY);   
glVertexPointer(3, GL_FLOAT, 0, m_pVertices);
glTexCoordPointer(2, GL_FLOAT, 0, m_pTexCoordinates);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices);
glFrontFace(GL_CW);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glColor4ub(255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices);
glColor4f(255, 255, 255, 255);
glFrontFace(GL_CCW);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);

Code in ES 2.0 version

const float DARK=30.0f;
m_pShaderProgram->use();
m_pShaderProgram->setUniformForModelViewProjectionMatrix();
int n = m_sGridSize.x * m_sGridSize.y;
glEnable(GL_CULL_FACE);
glDisableVertexAttribArray(kCCVertexAttrib_Color);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, m_pVertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_pTexCoordinates);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices);
glFrontFace(GL_CW);
glDisable(GL_TEXTURE_2D);
glDisableVertexAttribArray(kCCVertexAttrib_TexCoords);
ccDrawColor4B(255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices);
ccDrawColor4B(255, 255, 255, 255);
glFrontFace(GL_CCW);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnableVertexAttribArray(kCCVertexAttrib_TexCoords);
glEnableVertexAttribArray(kCCVertexAttrib_Color);

Results in the following output (XCode)

Cocos2d: OpenGL error 0x0500 in /cocos2dx/sprite_nodes/CCSprite.cpp draw 616

what did I do wrong? I think all is well, a few times tested.

回答1:

In OpenGL ES 1.1, texture mapping for fragments (there's no vertex texture mapping in ES 1.1) is turned on and off, using glEnable, and glDisable, respectively.

In OpenGL ES 2.0, fragment texture mapping is only done if it's coded into the fragment shader, so there's no need to enable or disable it. I suspect the GL_INVALID_ENUM is from the leftover glEnable(GL_TEXTURE_2D); and glDisable(GL_TEXTURE_2D);. I'm guessing you're seeing that error more than once.



回答2:

0x0500 is an "illegal enum" error. Check the error codes here.

This most likely refers to the enums like GL_CULL_FACE or GL_TRIANGLES. Refer to the DL ES reference which ones might not be available in 2.0, or which of those can't be used under certain circumstances.