fix: Mejorar obtención de texture ID en OpenGL ES
- Probar SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER para ES - Probar SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER para Desktop - Añadir logs detallados para debug - No intentar bind si texture_id es 0 (prevenir GL_INVALID_ENUM) Refs: Error 0x500 en glBindTexture en RPi
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@@ -189,29 +189,34 @@ void OpenGLShader::createQuadGeometry() {
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}
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}
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GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
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GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
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if (!texture) return 1;
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "texture es nullptr");
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return 0;
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}
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SDL_PropertiesID props = SDL_GetTextureProperties(texture);
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SDL_PropertiesID props = SDL_GetTextureProperties(texture);
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GLuint texture_id = 0;
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GLuint texture_id = 0;
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// Intentar obtener ID de textura OpenGL
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// Probar diferentes nombres de properties (Desktop vs ES)
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texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
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const char* property_names[] = {
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SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, // OpenGL ES
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SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, // OpenGL Desktop
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"SDL.texture.opengl.texture", // Fallback legacy
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"texture.opengl.texture" // Fallback legacy
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};
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if (texture_id == 0) {
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for (const char* prop_name : property_names) {
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texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
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texture_id = (GLuint)SDL_GetNumberProperty(props, prop_name, 0);
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if (texture_id != 0) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Textura OpenGL obtenida via '%s': ID=%u", prop_name, texture_id);
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return texture_id;
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}
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}
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}
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if (texture_id == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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texture_id = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1);
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"No se pudo obtener ID de textura OpenGL con ninguna property");
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}
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return 0;
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if (texture_id == 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
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texture_id = 1;
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}
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return texture_id;
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}
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}
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bool OpenGLShader::init(SDL_Window* window,
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bool OpenGLShader::init(SDL_Window* window,
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@@ -345,6 +350,15 @@ void OpenGLShader::render() {
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// Obtener y bindear textura
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// Obtener y bindear textura
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GLuint texture_id = getTextureID(back_buffer_);
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GLuint texture_id = getTextureID(back_buffer_);
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if (texture_id == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"No se pudo obtener texture_id, abortando render");
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// Restaurar estados y hacer fallback
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SDL_RenderTexture(renderer_, back_buffer_, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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return;
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}
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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checkGLError("glBindTexture");
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checkGLError("glBindTexture");
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