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glDrawElementsBaseVertex has generated an error (GL_INVALID_OPERATION) #16
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I assume that this is coming from Common/ogldev_basic_mesh.cpp but I looked at the parameters of this function and they look ok. Perhaps something else in the state is wrong. |
Which stack exactly? |
error after compiling shaders: "Validation failed! - Different sampler types for same sample texture unit in fragment shader" |
I've seen this error code before. Let me see if I can find the mail report about it. |
Here's something that a user sent me: Trying tutorial43 in ogldev.org…: Tutorial 43: Multipass Shadow Mapping With Point Lights active samplers with a different type refer to the same texture image unit This indicates that at some point, when the program was “validated” against the current GL state (**), then the shader program: Makes use of 2+ sampler uniforms, So check the code for this. Assuming it’s not a driver bug, it’s likely being invoked someplace you’ve not looked at. The easy way to avoid this is to just specify the texture unit bindings in your shader code, rather than specify them externally via glUniform1i(). For instance: layout( binding = 0 ) uniform sampler2D tex1; |
Hello. I asked a question on one of the Russian forums I know, and the person answered me. He said there was a mistake in the lesson. https://www.cyberforum.ru/opengl/thread3053817.html#post16612046 |
Hello!
I'm compiling your project on Windows, and on all recent projects I'm getting debug messages that glDrawElementsBaseVertex is generating a GL_INVALID_OPERATION error.
How can I solve this problem?
Here are some details about my hardware:
Radeon RX 580 Series
PCI\VEN_1002&DEV_67DF&SUBSYS_2378148C&REV_E7
PCI\VEN_1002&DEV_67DF&SUBSYS_2378148C
PCI\VEN_1002&DEV_67DF&CC_030000
PCI\VEN_1002&DEV_67DF&CC_0300
Driver date: 12/16/2021
The error message itself:
Debug message: id 1000, glDrawElementsBaseVertex has generated an error (GL_INVALID_OPERATION)
Message source: API
Error type: Error
Severity: High
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