OpenGL 3.3: GL_INVALID_OPERATION when calling glBindBuffer

OpenGL 3.3: GL_INVALID_OPERATION when calling glBindBuffer

By : Bamba Dramane
Date : November 21 2020, 03:00 PM
hope this fix your issue It the constructor of the calss OpenGLMesh the object buffers are generated (glGenBuffers). In the destructor OpenGLMesh::~OpenGLMesh the object buffers are destroyed (glDeleteBuffers).
In the following line:
code :
meshes.push_back(OpenGLMesh(renderer, 0, "./assets/dune_glitch.png"));
class OpenGLMesh 
    OpenGLMesh(const OpenGLMesh &) = delete;
    OpenGLMesh & operator = (const OpenGLMesh &) = delete;

    OpenGLMesh( OpenGLMesh && );
    OpenGLMesh & operator = ( OpenGLMesh && );

meshes.push_back(OpenGLMesh(renderer, 0, "./assets/dune_glitch.png"));
meshes.emplace_back(renderer, 0, "./assets/dune_glitch.png");

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OpenGL: can I mix glBindBuffer with glBindBufferARB?

OpenGL: can I mix glBindBuffer with glBindBufferARB?

By : user2705614
Date : March 29 2020, 07:55 AM
I hope this helps . In general, it is not legal to do that kind of thing, because core functionality and extensions are not exchangeable, even if they have the same name (one notable example is primitive restart).
However, in this particular case, they happen to be exactly the same with the exact same constants, so... although it's not legal, it is "ok" to use them interchangeably (i.e. nobody will notice if you don't tell them).
OpenGL 3.x - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER) and VAOs

OpenGL 3.x - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER) and VAOs

By : Aki Xie
Date : March 29 2020, 07:55 AM
wish of those help GL_ELEMENT_ARRAY_BUFFER is tied to the VAO state. I quote the OpenGL 3.3 spec: "The resulting vertex array object is a new state vector, comprising all the state values listed in tables 6.4 and 6.5." Table 6.4 contains ELEMENT ARRAY BUFFER BINDING. So no, you do not need to unbind it.
Additionally, you probably want to pass NULL as the last parameter to glDrawElements in your example, since the address is relative to the bound element array buffer..
glBindBuffer gives error 502 GL_INVALID_OPERATION

glBindBuffer gives error 502 GL_INVALID_OPERATION

By : Prasanth
Date : March 29 2020, 07:55 AM
wish help you to fix your issue I did not read the glGetError carefully and I overlooked how the glGetError works. It just reports all the errors occured since last glGetError call and not just the status after a gl function call.
OpenGL glBindBuffer(0) outside vao?

OpenGL glBindBuffer(0) outside vao?

By : Farida Cucu Maxunah
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further Generally you don't have to ever unbind your buffers explicitly. It shouldn't do any harm to keep them bound. They won't just spontaneously change. If other code is also using buffers, it needs to bind it's own buffers anyway before operating on them.
Unbinding the VAO is definitely a waste if you're using modern OpenGL (core profile). Every vertex setup and draw operation will have to bind a VAO anyway, so there's no need to unbind the previous VAO, and then just bind a different VAO shortly after.
OpenGL: glBindBuffer on generic binding point

OpenGL: glBindBuffer on generic binding point

By : afsdf afdsafd
Date : March 29 2020, 07:55 AM
it fixes the issue Yes obviously, if you bind the buffers to the context, you can query those bind points. But the point the docs is trying to get across is that those binding points don't mean anything.
Consider GL_COPY_READ_BUFFER. Binding to this target means something. If you call glCopyBufferSubData, it will use the buffer bound to GL_COPY_READ_BUFFER as the source buffer for that copy operation.
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