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SDL Android opengl rendering issues
Owen Alanzo Hogarth
Guest

This might totally be my fault but I am trying to render a simple opengl scene on a galaxy s3, things work perfectly fine on a note 4 but this s3 is giving me some real issues.

First I had to remove all calls that used Vertex Array Objects to get rid of calling unimplemented ES API


but this is just strange.


my includes




#include "SDL.h"

#include "SDL_opengles2.h"



SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);


        SDL_GetDisplayMode(0, 0, &sdpm);
        i_width = sdpm.w;
        i_height = sdpm.h;


        window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, i_width, i_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);



this is all that I am calling in my render function


glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

SDL_GL_SwapWindow(window);



Doing that above code and rendering on one of my devices, the screen isn't red it's a hot pink, like the old school texture atlas background color.


If I rotate the phone, for that split second when the screen is rotating I can see the red background.


I am not sure what's going on or how to debug this, any tips?
SDL Android opengl rendering issues
Alex Szpakowski
Guest

Try adding these lines just before creating the window and context:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);


(or 8, 8, 8, rather than 5, 6, 5.)

If that works, it sounds like you could be encountering this bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2291
Quote:
On Aug 23, 2015, at 9:23 AM, Owen Alanzo Hogarth wrote:

Doing that above code and rendering on one of my devices, the screen isn't red it's a hot pink, like the old school texture atlas background color.

If I rotate the phone, for that split second when the screen is rotating I can see the red background.

I am not sure what's going on or how to debug this, any tips?

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SDL Android opengl rendering issues
Owen Alanzo Hogarth
Guest

@Alex

Using 565 worked like a charm, I guess it is that bug. I have a international galaxy s3.


Is there any way to detect this from within code? Is it safe just to always use 565? What if I deploy an app, is this safe?


On Sun, Aug 23, 2015 at 8:33 PM, Alex Szpakowski wrote:
Quote:
Try adding these lines just before creating the window and context:

SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);



(or 8, 8, 8, rather than 5, 6, 5.)


If that works, it sounds like you could be encountering this bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2291

Quote:
On Aug 23, 2015, at 9:23 AM, Owen Alanzo Hogarth wrote:


Doing that above code and rendering on one of my devices, the screen isn't red it's a hot pink, like the old school texture atlas background color.


If I rotate the phone, for that split second when the screen is rotating I can see the red background.


I am not sure what's going on or how to debug this, any tips?

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