Difference between revisions of "Vertex Rendering/Rendering Failure"

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** If no GS is active but a [[Tessellation Evaluation Shader]] is active, then the applicable primitive mode is the TES's output primitive type.
 
** If no GS is active but a [[Tessellation Evaluation Shader]] is active, then the applicable primitive mode is the TES's output primitive type.
 
** Otherwise, the applicable primitive type is the primitive mode provided to the drawing command.
 
** Otherwise, the applicable primitive type is the primitive mode provided to the drawing 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_PATCHS}} 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 [[Persistent Buffer Mapping|mapped in a non-persistent fasion]]. This includes, but is not limited to:
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* Buffer objects being read from or written by an OpenGL rendering call must not be [[Persistent Buffer Mapping|mapped in a non-persistent fashion]]. 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 00:34, 3 July 2017

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

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