I can’t seem to be able to reproduce the issue in my attempts. The error message can only be triggered while an image texture is allocated as a result of a resource.load_image
call. At that point, glGetError()
is called with the intention of detecting allocation errors. As the glGetError is a state that lingers around and cannot be attributed to a single GL call, my guess would be that the error flag is set earlier as the result of setting up a shader. But I’m not able to trigger this condition, regardless of how I mix image loading/shader usage and video playback.
Do you use the the texture-as-shader-argument feature? So shader:use{ texture = my_video }
or similar? Or do you activate the shader and then draw the video/images like this:
shader:use()
my_video:draw(...)
shader:deactivate()
Is the issue reproducible? And obivously, do you actually have enough GPU memory available (gpu_mem in /boot/config.txt
)?