Comments (4)
i just checked my cocos2d-x 2.2. i found i had made several bug fix to it.
here is the code around your crash location in my cocos2d-x 2.2, see if there are any difference:
//i do not know when the line below is missing, but other cocos2d-x 2.2 seem has this line [yang chao]
ccGLBindVAO(m_uVAOname);//add [yang chao]
#if CC_REBIND_INDICES_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
#endif
#if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
glDrawElements(GL_TRIANGLE_STRIP, (GLsizei) n_6, GL_UNSIGNED_SHORT, (GLvoid_) (start_6_sizeof(m_pIndices[0])) );
#else
glDrawElements(GL_TRIANGLES, (GLsizei) n_6, GL_UNSIGNED_SHORT, (GLvoid_) (start_6_sizeof(m_pIndices[0])) );
#endif // CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
#if CC_REBIND_INDICES_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
//to avoid glDrawElements crash, here need to unbind VAO. [yang chao]
//see:https://groups.google.com/forum/#!topic/cocos2d-js-devel/2JTlQdKD3BU
ccGLBindVAO(0);//ccGLBindVAO is a wrap of glBindVertexArray
// glBindVertexArray(0);
#else // ! CC_TEXTURE_ATLAS_USE_VAO
from 3dtoolkit-for-cocos2dx.
Cool!
It works like a charm:)
Thanks.
from 3dtoolkit-for-cocos2dx.
glad to hear that:)
from 3dtoolkit-for-cocos2dx.
working nice!
from 3dtoolkit-for-cocos2dx.
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from 3dtoolkit-for-cocos2dx.