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What does "Mesh buffer binding error: mCurrentBuffer = 2, binded buffer = 0" mean?
I get this error in my android app, followed by __egl_set_error:121: [WARNING]Mali EGL errorcode: 300d (which should stand for EGL_BAD_SURFACE)
Unfortunately, "Mesh buffer binding error" only yields 3
Also, this error might be connected to another strange behaviour that I get: Rendering only runs fine if I create my shaders and my meshes every single frame before rendering. Otherwise, the OpenGL context seems to "forget" about all but some of my shader uniforms and mixes them up, as if the program had been discarded.
I get this problem exclusively on Mali GPUs, namely 400 and 450. Please note that same code runs just fine without any errors on PowerVR SGX 535, Broadcom BCM2835 and Adreno 320.
Any ideas?