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Cocos2D 2.0 - Zillions of OpenGL errors

I am transposing a Cocos2D project to 2.0.

I have created a blank project using Cocos2D 2.0 template (the simple template without physics) and transferred all files from the old project to the blank project.

I have also converted that to ARC.

I compile and I see no errors. I run the app and it appears to be running correctly, but I have these errors on console...

MyApp[1266:707] cocos2d: animation stopped
MyApp[1266:707] cocos2d: animation started with frame interval: 60.00
MyApp[1266:707] cocos2d: surface size: 640x960
MyApp[1266:707] cocos2d: surface size: 640x960
MyApp[1266:707] cocos2d: animation stopped
MyApp[1266:707] cocos2d: animation started with frame interval: 60.00
MyApp[1266:707] failed to call context
MyApp[1266:707] cocos2d: surface size: 640x960
MyApp[1266:707] Failed to make complete framebuffer object 0x8CDD
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280
MyApp[1266:707] failed to call context
MyApp[1266:707] cocos2d: surface size: 640x960
MyApp[1266:707] Failed to make complete framebuffer object 0x8CDD
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280
OpenGL error 0x0506 in -[CCSprite draw] 532
OpenGL error 0x0502 in -[CCGLView swapBuffers] 280

As I said, this was created from a blank template.

how do I fix that?

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OpenGL error 0x506 = GL_INVALID_FRAMEBUFFER_OPERATION

Main difference between Cocos2D 2.0 and Cocos2D 1.0 is OpenGLES version. Cocos2D 2.0 uses OpenGLES 2.0 and Cocos2D 1.0 uses OpenGLES 1.0.

I guess you may used API that is not found in OpenGLES2.0 that found in OpenGLES 1.0

Example:GLBegin(), GLLineWidth() etc

Use this draw function:

-(void) draw
{
    [super draw];
    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    kmGLPushMatrix();
    self.world->DrawDebugData();    
    kmGLPopMatrix();
}

Instead of this:

-(void) draw
{
    glDisable(GL_TEXTURE_2D);
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    world->DrawDebugData();

    // restore default GL states
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

}

Also use GLES-Render.h and GLES-Render.m from Cocos2D 2.0


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