reizencroft wrote:I have made an attempt on making ogles2 work and was somehow successful. I forked it from the ogles branch(r4073) and borrowed some code from the OP.
hi
i dowbloader your code and run it ,it is very nice.
but i attempt to run example by GLSurfaceView of android and crash, i cant find the reason.
i want to know if you run it like tihs and resolved it.
thanks!
Last edited by guqun on Sun Aug 19, 2012 5:10 pm, edited 1 time in total.
I have a problem with the GLES 2.0 driver. It does not load my textures. GLES 1.0 works fine with the same textures.
I have a LG Optimus Black.
Anyone know what is the solution to this problem?
I have the same issue. GLES 1.x OK, but GLES 2.0 cant apply texture. I am currently trying to find the answer, and anybody could give some advice. Thanks in advance.
wow,i have the same problem. waitting for the ansower........
Yeah, read it yourself. As we request a context for Version 2, it's obviously the emulator or device that does not support the ogl-es2 render context. You have a device which simply cannot create such a renderer. Switch back to ogl-es 1.x or update your mobile
Yeah, sydney has two problems. NPOT texture and indexed bmp (or is it really 8bit only?). Anyway, I also don't know if we could find out that there is some support lacking in the renderer, or if it is just a buggy implementation. Really not sure. Which emulator do you use?
Well, the problem is not that easy to solve, at least not the underlying one. Because it seems that there's some problem with the 16bit formats here, or some up/down conversion in between. The bmp loader should deliver 16bit A1R5G6B5, which might be wrong in the beginning already. The pixels have 24bit in the bmp, so we should return such format to avoid losing pixel data. But then, also this format seems to fail here for some reason.
hybrid wrote:Yeah, sydney has two problems. NPOT texture and indexed bmp (or is it really 8bit only?). Anyway, I also don't know if we could find out that there is some support lacking in the renderer, or if it is just a buggy implementation. Really not sure. Which emulator do you use?
you are right
we can avoid to use NPOT texture,
but the bmp is a problem.
wo use a pot png,the sydney is ok
i wish other picture all is right.
thank you in advanced
hybrid wrote:Yeah, sydney has two problems. NPOT texture and indexed bmp (or is it really 8bit only?). Anyway, I also don't know if we could find out that there is some support lacking in the renderer, or if it is just a buggy implementation. Really not sure. Which emulator do you use?
you are right
we can avoid to use NPOT texture,
but the bmp is a problem.
wo use a pot png,the sydney is ok
i wish other picture all is right.
thank you in advanced
sorry
sydney is right in es 1.1
but in es 2.0 the texture is white. i have use the POT texture and png picture.
my phone is moto MB525
do you meet?
So for opengl 1.x the problem is power-of-two or the 8bit BMP? Could you test with NPOT png or 16bit POT png?
For ogl-es2 it might be a shader problem, please post the full console log and also test other examples, e.g. 5 and 6.
As You can find in some other threads related to OGL ES2 and mobile devices on this forum an OGL ES2 "white texture bug" is caused by use a arrays in a fixed pipeline shader for textures, this is not our mistake, but a bug in some drivers. As a workaroud we'll replace an array by 2 independent uniforms.
As I don't have a real device, I'm using the emulator provided byt the official Android site. But, all the apk's I've downloaded from this thread fails to run (the process J2NI stops) . Is possible to run them on the Emulator? What I'm doing wrong?
Thanks guys
Professional Software Developer and Amateur Game Designer
Hi
I have complied the android port demo and it works well when it first launches.
But I found some confusing problems. One of the problems is that when turning the Activity containing GLSurfaceView to back stack, and return to the app later,texture is lost and models without texture is shown on the screen.
After lots of searching I found that using SurfaceView.setPreserveEGLContextOnPause(true) can solve the problem above,but as we know, this method needs api level 11.It means that it can't be used in android 2.x。
Another problems is that when I press "Back" key to exit the app,and launch it gain,the texture is also lost.I found a ugly solution. When leaving the app ,I exit the process explicitly calling "System.exit(0)".
Does anyone knows a good way which can prevent losing the texture?