libSDL OpenGL ES 2.0 issue on Android |
libSDL OpenGL ES 2.0 issue on Android |
gabomdq
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Only one window at the native resolution is supported on Android. You also don't need to create the EGL surface (in any of the platforms iirc). -- Gabriel. |
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tsethcle
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Ah, didn't know that only native resolution is supported for Android. That should explain some of the issues. Thanks! Then I guess the question remains why on the smartwatch, where I am creating the native 240x240, it shows only black...
As for the EGL surface. If I don't create it, it crashes in Windows and Android. E/libEGL(31319): call to OpenGL ES API with no current context |
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tsethcle
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Output from Android Device Manager on the smartwatch. Don't see any warnings or errors.
V/SDL(24564): onCreate():null V/SDL(24564): onResume() V/PhoneWindow(24564): DecorView setVisiblity: visibility = 4 V/PhoneWindow(24564): DecorView setVisiblity: visibility = 0 V/InputMethodManager(24564): Not IME target window, ignoring I/SurfaceView(24564): Changes: creating=true format=true size=true visible=true left=true top=true mUpdateWindowNeeded=false mReportDrawNeeded=false redrawNeeded=false forceSizeChanged=true mVisible=false mRequestedVisible=true I/SurfaceView(24564): Cur surface: Surface(name=null, identity=-1) V/SurfaceView(24564): org.libsdl.app.SDLSurface{4146a738 VFE..... .F....ID 0,0-240,240} got resized: w=240 h=240, cur w=-1 h=-1 I/SurfaceView(24564): New surface: Surface(name=null, identity=647), vis=true, frame=Rect(0, 0 - 240, 240) I/SurfaceView(24564): visibleChanged -- surfaceCreated V/SDL(24564): surfaceCreated() I/SurfaceView(24564): surfaceChanged -- format=4 w=240 h=240 V/SDL(24564): surfaceChanged() V/SDL(24564): pixel format RGB_565 V/SDL(24564): Window size:240x240 I/SDL(24564): SDL_Android_Init() I/SDL(24564): SDL_Android_Init() finished! I/SurfaceView(24564): surfaceRedrawNeeded I/SurfaceView(24564): finishedDrawing V/SurfaceView(24564): Layout: x=0 y=0 w=240 h=240, frame=Rect(0, 0 - 240, 240) I/SurfaceView(24564): Changes: creating=false format=false size=false visible=false left=false top=false mUpdateWindowNeeded=true mReportDrawNeeded=true redrawNeeded=false forceSizeChanged=false mVisible=true mRequestedVisible=true I/SurfaceView(24564): Cur surface: Surface(name=null, identity=647) I/SurfaceView(24564): New surface: Surface(name=null, identity=647), vis=true, frame=Rect(0, 0 - 240, 240) I/SurfaceView(24564): surfaceRedrawNeeded I/SurfaceView(24564): finishedDrawing V/SurfaceView(24564): Layout: x=0 y=0 w=240 h=240, frame=Rect(0, 0 - 240, 240) D/libEGL(24564): loaded /system/lib/egl/libEGL_mali.so V/SDL(24564): onWindowFocusChanged(): true V/InputMethodManager(24564): onWindowFocus: org.libsdl.app.SDLSurface{4146a738 VFE..... .F....I. 0,0-240,240} softInputMode=32 first=true flags=#810500 V/InputMethodManager(24564): START INPUT: org.libsdl.app.SDLSurface{4146a738 VFE..... .F....I. 0,0-240,240} ic=null tba=android.view.inputmethod.EditorInfo@414b2c10 controlFlags=#105 D/libEGL(24564): loaded /system/lib/egl/libGLESv1_CM_mali.so D/libEGL(24564): loaded /system/lib/egl/libGLESv2_mali.so V/InputMethodManager(24564): Starting input: Bind result=InputBindResult{null com.android.inputmethod.latin/.LatinIME #369} I/InputMethodManager(24564): handleMessage: MSG_SET_ACTIVE true, was false |
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libSDL OpenGL ES 2.0 issue on Android |
gabomdq
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To validate SDL is working as it's supposed to on that platform you can try one of the tests (use build-script/androidbuild.sh with testgles2.c or testrendercopyex.c)
2014-10-16 11:56 GMT-03:00 tsethcle:
-- Gabriel. |
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