Ошибка opengl 1285 invalid value майнкрафт

The “Out of Memory Minecraft OpenGL Error 1285” is usually triggered because the game encounters a memory leak, has a logic issue, or is unable to process the input. In this article, we will brief you about all the different reasons that might be causing this issue and will also give you a step-by-step guide that you can undertake to fix this issue completely.

OpenGL Error 1285

OpenGL Error 1285

Why are you getting the Minecraft Out of Memory OpenGL Error 1285?

In most cases, the issue co-relates to a missing or corrupted file, which triggers the Out of Memory message while trying to load into the game. However, there have also been other cases where the issue was triggered due to one of the following reasons.

  • If you are getting the Error 1285 crash, it probably means that the Minecraft input isn’t being properly processed by your computer. This can be due to a number of different reasons but in most cases, the game doesn’t have an appropriate output to process and it just crashes.
  • In case you see the Out of memory message while loading into the game, it means that an important file must be missing or corrupted due to which the game was hit by a memory leak.
  • Sometimes, if you encounter the 1285 Logic error, it must mean that your game’s source files aren’t properly generating the required output and are unable to launch the proper game files which trigger the logic error.

Solution 1: Re-install Microsoft Visual C++ Libraries

Sometimes, the Microsoft Visual C++ Libraries might not be functioning properly on your computer due to which you can get OpenGL Error 1285. Therefore, in this solution, we will be reinstalling the Microsoft Visual C++ Libraries completely. For that:

  1. Press “Windows + I” to launch into the settings and click on the “Apps” option from the list.
  2. Select the “Apps & Features” button from the left side and the list of installed applications on your computer will be displayed on the right.
    Clicking on the "Apps & Features" button on the left side
    Clicking on the “Apps & Features” button on the left side
  3. Now, browse for the “Microsoft Visual C++” application from this list and click on it.
  4. Once clicked, select the “Uninstall” button and follow the on-screen instructions to completely remove the application.
    Uninstalling Microsoft Visual C++ to fix OpenGL Error 1285
    Uninstalling Microsoft Visual C++
  5. Now, hover over to this website and download the software again.
  6. Run the downloaded executable and follow the instructions on-screen to install it on your computer.
  7. Once the installation process is completed, run Minecraft and check to see if Error 1285 is fixed.

Solution 2: Reconfigure Internet Explorer Settings

Some users complained that they were getting this error in relevance to Internet Explorer and we managed to draft a solution that allows you to fix it simply by reconfiguring some settings and then resetting old configurations. For that:

  1. Press “Windows + R” to launch into the run prompt and type in “inetcpl.cpl” and press “Enter” to launch into the internet options control panel.
    Typing in "inetcpl.cpl" in the Run Dialogue Box
    Typing in “inetcpl.cpl” in the Run Dialogue Box
  2. Once in here, click on the “Advanced” tab from the top of the window and then select the “Restore Advanced Settings” button.
  3. After selecting this option, from the list in the “Advanced” tab, make sure to check the “Disable Script Debugging” option.
    Selecting the "Disable Script Debugging" option to fix OpenGL Error 1285
    Selecting the “Disable Script Debugging” option
  4. Also, if in this list, you see a “Display a notification about every Script Error” option, make sure to uncheck it as well.
  5. Click on “Apply” and then on “OK” to exit out of this window.
  6. Restart your computer and check to see if you have managed to fix this issue.

Solution 3: Use a 64-Bit Operating System

This error also seems to mostly target people that are using 32-bit operating systems with the 32-bit Java Program installed on their computers. We strongly suggest that you upgrade to a 64-bit operating system as that will allow you to use a 64-bit Java program and will also allow for more allocation of memory to the game which can help in fixing the “Out of Memory” error for Minecraft. Also, ensure that you have plenty of System memory to allow for the allocation of memory to Java and Minecraft.

Solution 4: Allocate More Memory to the Game

Sometimes, the game might require you to allocate more memory to it, especially, if you are using a lot of different mods or have the rendering distance set to the max. For this:

  1. Open your Launcher and select the profile that you are using.
  2. Click on the “Edit Profile” button and from there, tap on the “JVM Arguments” box.
  3. Now, you can edit the “-Xmx1G” box and replace it with “-Xmx2G” to allocate 2 Gigabytes of memory or with “-Xmx3G” to allocate 3 Gigabytes.
    Changing the Memory allocation for Minecraft
    Changing the Memory allocation for Minecraft
  4. After making this change, make sure to save your settings and restart the launcher.
  5. Launch into the game and check to see if this fixes the Minecraft OpenGL Error 1285 issue.
  6. If you are unable to run the game and were already allocating more RAM to it beforehand, try lowering it to use “-Xmx1G” instead and check it that works.

Solution 5: Use the Latest Version of your Launcher

It is also important that you are using the latest version of Optifine or whatever launcher that you are using. This will ensure that compatibility with mods isn’t an issue.

You can contact us if the issue still arises and are looking for further help.

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A man of Technology geared towards providing solutions to the most annoying errors that occur while using your favorite apps or hardware.

I’m trying to render a simple quad in a few different ways.

I can do this very easily when everything is stored in one class. But I want to be able to render more than a single object on the screen so I’m starting to take the code apart and put various bits of functionality in separate classes. The problem is, when I put the rendering functionality in the Entity class, I start getting an error.

This is the function, which is is a VertexArrayObject class:

public void render(){
    glBindVertexArray(vaoID);
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboiID);

    this.exitOnGLError("Before render");
    glDrawElements(GL_TRIANGLES, indicesCount, GL_UNSIGNED_BYTE, 0);
    this.exitOnGLError("After render");

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glDisableVertexAttribArray(0);
    glDisableVertexAttribArray(1);
    glBindVertexArray(0);

    this.exitOnGLError("error rendering vao");
}

Again, all I have done is move this from the main class into a class that manages the VAO and theoretically renders it.

It’s giving me error value 1285, and the error call that gets the error is the one labeled «After render». (exitOnGLError() is an error checking method).

Error 1285 apparently means «Out of memory» which is patently absurd since I’m using a 1 megabyte image file and…I just can’t imagine my four vertex float buffer is filling up all my VRAM.

What else could be causing this error?

Casey

Casey

Местный

Регистрация
07.03.2016
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21
Minecraft

Casey


  • #1

Вложения

  • DxDiag.txt

    30 KB

    · Просмотры: 7

  • #2

Это не ошибка сервера, это ошибка или драйверов, или джавы, или настроек клиента, не подходящих под вашу видеокарту

1) Сбросьте настройки клиента (удалите файлы здесь: C:\Guild-BT\quantum-1710 = options.txt и optionsof.txt)
Если ошибка пропала — вы настроили свой клиент таким образом, что его настройки не подходят под вашу видеокарту.

Если ошибка не пропала:
2) Предоставьте лог с сервера, лежит здесь: C:\Guild-BT\logs
3) Предоставьте версию джавы, которую выдает система по команде java -version

Casey

Casey

Местный

Регистрация
07.03.2016
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21
Minecraft

Casey


  • #3

Клиент сам не настраивал. Скачал его с компьютера жены. После сброса настроек вроде все нормально.
java version «1.8.0_77»
Java(TM) SE Runtime Environment (build 1.8.0_77-b03)
Java HotSpot(TM) Client VM (build 25.77-b03, mixed mode)
Тему пока не закрывайте.

Enonn

Местный

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21.04.2013
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724
Minecraft

Enonn


  • #4

8-мая джава это очень плохо)
Удалите ее по этой инструкции и поставьте нашу
А потом настройте ее по этой инструкции

Heiwen34

Heiwen34

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06.07.2015
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1 178
Minecraft

TesLa


  • #5

8-мая джава это очень плохо)
Удалите ее по этой инструкции и поставьте нашу
А потом настройте ее по этой инструкции

Моя восьмая живёт хорошо xD
Однако видеокарта походу скоро отдаст концы -_-

Casey

Casey

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07.03.2016
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21
Minecraft

Casey


  • #6

Java переустановил, настроил. Пока все нормально. Спасибо.

OpenGL: 1285 invalid framebuffer operation — это ошибка, которая возникает при запуске игры Майнкрафт 1.16.5 на компьютерах, использующих видеокарты NVIDIA.

Причины ошибки

Ошибка OpenGL: 1285 может быть вызвана несколькими причинами:

  1. Устаревший драйвер видеокарты;
  2. Неправильно настроенные настройки видеокарты;
  3. Проблемы с операционной системой или программами, влияющими на работу OpenGL.

Решение проблемы

Перед тем, как перейти к исправлению ошибки, необходимо сохранить все ваши файлы и закрыть все приложения.

Обновление драйвера видеокарты

Проверьте версию драйвера видеокарты, которую вы используете. Если у вас устаревшая версия, прежде всего, необходимо обновить ее до последней версии. Обычно производители видеокарт предоставляют обновления драйверов на своих официальных сайтах, так что проверьте их.

Проверка настроек видеокарты

Если обновление драйвера не помогло, то необходимо проверить настройки вашей видеокарты. Настройки видеокарты влияют на работу OpenGL, поэтому существует несколько параметров, которые могут быть изменены, чтобы исправить ошибку:

  1. Откройте панель управления NVIDIA и выберите пункт «Настройка 3D-параметров»;
  2. В левой части окна найдите пункт «Параметры программы» и выберите в выпадающем меню Minecraft;
  3. В правой части окна найдите параметр «Многопоточность OpenGL» и отключите его;
  4. Сохраните изменения и перезапустите игру.

Обновление операционной системы

Если исправление ошибок драйвером и настройками видеокарты не помогло, то возможно, проблема связана с операционной системой или другой программой, влияющей на работу OpenGL. Проверьте наличие обновлений операционной системы и установите их, если они доступны.

Вывод

Ошибка OpenGL: 1285 может быть вызвана несколькими причинами, но обычно ее можно легко исправить обновлением драйвера видеокарты или настройками видеокарты. Если несколько попыток исправления ошибки не помогут, то проверьте наличие обновлений операционной системы или обратитесь за помощью к специалистам.

Solution 1

FYI I had this same error, and it was caused by the fact that I failed to add the call to glBufferData, which is where you actually «send the data» to opengl.

glBufferData(GL_ARRAY_BUFFER, sizeof(GLSL_XYZNDUV_Item)*p->iNum_verts,p->pVerts,GL_STATIC_DRAW);

glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*p->iNum_tris*2,p->pIndices, GL_STATIC_DRAW);

Solution 2

Sharing a possible answer for those coming here from Google.

glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, indexBuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( indices ), &indices[0], GL_STATIC_DRAW );

Note the copypaste error in bold. This caused error 1285 and quite a bit of head scratching for quite some time.

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Comments

  • I’m trying to render a simple quad in a few different ways.

    I can do this very easily when everything is stored in one class. But I want to be able to render more than a single object on the screen so I’m starting to take the code apart and put various bits of functionality in separate classes. The problem is, when I put the rendering functionality in the Entity class, I start getting an error.

    This is the function, which is is a VertexArrayObject class:

    public void render(){
        glBindVertexArray(vaoID);
        glEnableVertexAttribArray(0);
        glEnableVertexAttribArray(1);
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboiID);
    
        this.exitOnGLError("Before render");
        glDrawElements(GL_TRIANGLES, indicesCount, GL_UNSIGNED_BYTE, 0);
        this.exitOnGLError("After render");
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
        glBindVertexArray(0);
    
        this.exitOnGLError("error rendering vao");
    }
    

    Again, all I have done is move this from the main class into a class that manages the VAO and theoretically renders it.

    It’s giving me error value 1285, and the error call that gets the error is the one labeled «After render». (exitOnGLError() is an error checking method).

    Error 1285 apparently means «Out of memory» which is patently absurd since I’m using a 1 megabyte image file and…I just can’t imagine my four vertex float buffer is filling up all my VRAM.

    What else could be causing this error?

    • indicesCount = 6. There are only six unsigned bytes in the element buffer. The window opens and closes and never actually renders the first frame. I wouldn’t even know which code to show you to find the memory leak. The only things that are sent to the graphics card are the shader program, a VAO/VBO pair, and a 2048*2048 pixel texture. It is unfathomable to me that that small amount of data could be generating a memory leak sufficient to overload my graphics card. I don’t think it’s a memory leak. I think there’s something else happening.

    • Why are you enabling and disabling attribute arrays when you’re using a VAO? VAOs store all of the vertex state needed to render.

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