CCRenderTexture assert "Could not attach texture to framebuffer" And

On Android,my program always show this message , and it won’t crash the program,what’s wrong? thanks !

also for me.

Cocos2d-x 2.1.5 only with Tegra 3 Chipset (Asus TF300) and GL_DEPTH24_STENCIL8

thanks

other logs:

D/cocos2d-x debug info(3542): Assert failed: Could not attach texture to framebuffer
E/cocos2d-x assert(3542): /xyz/proj.android/…/…/cocos2dx/misc_nodes/CCRenderTexture.cpp function:initWithWidthAndHeight line:332
D/cocos2d-x debug info(3542): Stencil buffer is not enabled.
D/cocos2d-x debug info(3542): OpenGL error 0x0500 in /xyz/proj.android/…/…/cocos2dx/shaders/CCGLProgram.cpp initWithVertexShaderByteArray 85

I was able to enable the stencil buffer, in the init() of Cocos2dxActivity

this.mGLSurfaceView.setEGLConfigChooser(8 , 8, 8, 8, 16, 8);

but other errors continue to be present

there are some news?

I solved using this method:

https://github.com/blackberry/GamePlay/commit/a8656a693d4efade367f1f13076144638e18d2df

use GL_DEPTH_COMPONENT16 + GL_STENCIL_INDEX8 separately, in the init() of the CCRenderTexture (Cocos2d-x 2.1.5)

I started seeing this problem myself. The problem is the render texture size, so when setting it to full screen size (1920x1200) I get the above error. If I set it to a smaller size, like half the previous, the error disappears. I don’t get it, the maximum texture size supported by the Asus TF300 is 2048, so why am I not able to create a full screen render texture? I’ve set depth and stencil buffers to 0 since I don’t really need them.