Vertex Rendering/Rendering Failure: Difference between revisions

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Moving rendering failure causes to its own page.
 
You can render with persistent-mapped buffers.
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** Otherwise, the applicable primitive type is the primitive mode provided to the rendering command.
** Otherwise, the applicable primitive type is the primitive mode provided to the rendering command.
* {{param|mode}} may be {{enum|GL_PATCH}} if and only if a [[Tessellation Evaluation Shader]] is active. And vice versa.
* {{param|mode}} may be {{enum|GL_PATCH}} if and only if a [[Tessellation Evaluation Shader]] is active. And vice versa.
* Buffer objects being read from or written by an OpenGL rendering call must not be mapped. This includes, but is not limited to:
* Buffer objects being read from or written by an OpenGL rendering call must not be [[Buffer Object#Persistent mapping|mapped in a non-persistent fasion]]. This includes, but is not limited to:
** A buffer bound for [[Vertex Specification|attribute or index data]].
** A buffer bound for [[Vertex Specification|attribute or index data]].
** A buffer bound for [[Transform Feedback]] when that is active.
** A buffer bound for [[Transform Feedback]] when that is active.

Revision as of 19:37, 28 November 2014

The GL_INVALID_OPERATION error can happen when issuing any rendering command for many reasons, most of which have little to do with the actual rendering command itself. The following represent conditions you must ensure are valid when issuing a rendering command.

This list is not comprehensive. If you know of more, please add them here.