Wednesday, September 12, 2012

OpenGL error 0x0506 in -[EAGLView swapBuffers]

While integrating buzzdoes to my "Where is it Smart Kid edition" game, I found that if I trigger buzzdoes using the popup (when the app first loaded, not the button on the main menu), it will hung when I exit buzzdoes and return to game. Can see tones of error as below:


2012-09-12 23:53:24.717 Where is it[21084:707] failed to call context
2012-09-12 23:53:24.723 Where is it[21084:707] cocos2d: surface size: 480x320
2012-09-12 23:53:24.726 Where is it[21084:707] Failed to make complete framebuffer object 8cdd
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
OpenGL error 0x0506 in -[EAGLView swapBuffers]
.......


The strange thing is, it works without problem in simulator. It only hung and show this error message in the log when I test on the iPhone 3GS (iOS5.1.1) device. Found quite a few people on the net also had the same issue.

If I test it on the iPad 2 (iOS5.0.1) device, it also hung, but didn't show anything in the log...

Sent all these info to Arthur/buzzdoes, see if they can work out what's wrong...

The Cocos2D version I am using is 1.0.1 as shown below from "cocos2d.h"

// 0x00 HI ME LO
// 00   01 00 01


#define COCOS2D_VERSION 0x00010001


According to this old page, "0x0506 means: INVALID_FRAMEBUFFER_OPERATION_EXT" Urh.....What is that?

Continue researching....

[Update 16/Sep/2012]
Thanks to help rfom Arthur and Elad from buzzdoes, they released a fix and after a few test, the issue has been resolved. Though still don't know much about that OpenGL error, at least the whole thing is working ok now.

I could have submitted the current version to App Store as Arthur suggested, but I really want to wait 1-2 more weeks to get the app working and tested for iOS 6 and iPhone 5, at least in the simulator, as I am still waiting for the local telcos to release plans for iPhone 5.

Will do another few more days of testing, if all goes well, I might even integrate buzzdoes to my second game Mespfi too!

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