追一個關於 open gl 的 display 問題,摘錄 error list 原因,方便以後查找 XD

來源: http://blog.chinaunix.net/u3/111072/showart_2273346.html

 

294              { EGL_SUCCESS,
295              TEXT("Function succeeded.") },
296
297 { EGL_NOT_INITIALIZED,
298 TEXT("EGL is not initialized, or could not be initialized, for the specified display.") },
299
300 { EGL_BAD_ACCESS,
301 TEXT("EGL cannot access a requested resource (for example, a context is bound in another thread).") },
302
303 { EGL_BAD_ALLOC,
304 TEXT("EGL failed to allocate resources for the requested operation.") },
305
306 { EGL_BAD_ATTRIBUTE,
307 TEXT("An unrecognized attribute or attribute value was passed in an attribute list.") },
308
309              { EGL_BAD_CONTEXT,
310              TEXT("An EGLContext argument does not name a valid EGLContext.") },
311
312              { EGL_BAD_CONFIG,
313              TEXT("An EGLConfig argument does not name a valid EGLConfig.") },
314
315              { EGL_BAD_CURRENT_SURFACE,
316              TEXT("The current surface of the calling thread is a window, pbuffer, or pixmap that is no longer valid.") },
317
318              { EGL_BAD_DISPLAY,
319              TEXT("An EGLDisplay argument does not name a valid EGLDisplay; or, 
                                        EGL is not initialized on the specified EGLDisplay.") },
320
321              { EGL_BAD_SURFACE,
322              TEXT("An EGLSurface argument does not name a valid surface (window, pbuffer, or pixmap) 
                                        configured for OpenGL ES rendering.") },
323
324              { EGL_BAD_MATCH,
325              TEXT("Arguments are inconsistent; for example, an otherwise valid context requires buffers 
                                        (e.g. depth or stencil) not allocated by an otherwise valid surface.") },
326
327              { EGL_BAD_PARAMETER,
328              TEXT("One or more argument values are invalid.") },
329
330              { EGL_BAD_NATIVE_PIXMAP,
331              TEXT("A NativePixmapType argument does not refer to a valid native pixmap.") },
332
333              { EGL_BAD_NATIVE_WINDOW,
334              TEXT("A NativeWindowType argument does not refer to a valid native window.") },
335
336              { EGL_CONTEXT_LOST,
337              TEXT("A power management event has occurred. The application must destroy all contexts 
                        and reinitialise OpenGL ES state and objects to continue rendering, as described in section 2.6.") }
338          };

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