Thursday, 13 September 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!

2 comments:

  1. I have the same problem. Can you post the fix?

    ReplyDelete
  2. Hi, the problem came from the module provided by buzzdoes, not my code. After they published new version it fixed the problem. So unfortunately I don't have any fix to post.

    ReplyDelete