I'm writing completely native OpenGL ES 2.0 game engine for Android. Previously I developed with Samsung Galaxy S (Android 2.3.3) and now with Samsung Galaxy S II (updated to Android 4.0.3). I didn't try the engine on Galaxy S II while it still had Android 2.3.3 (hardware specific problem?).
Now the engine runs and renders fine on Android 2.3.3 (tested on Galaxy S), but it doesn't render on Android 4.0.3 (tested on Galaxy S II). The problem is similar to this: OpenGL Renderer not working on Ice Cream Sandwich
Everything else works without problems on 4.0.3 except the rendering, nothing appears on the screen. I managed to render a single triangle on 4.0.3 but a vertices extracted from a model won't render (using glDrawElements()) with or without textures.
I hope there is a simple solution for this.
Cheers
I should have checked GL errors earlier. The problem occurred with glDrawElements(), where I used GL_UNSIGNED_INT (GL_UNSIGNED_BYTE and GL_UNSIGNED_SHORT are only allowed values). Android 2.3.3 didn't seem to care about that. I changed it to GL_UNSIGNED_SHORT and now it works perfectly.
Related
My android app based on OpenGL ES for rendering a point cloud isn't showing all its points (only about half of it). This problem only occurs on a certain phone (Samsung Galaxy S21 FE). On all other Samsung or Pixel phones with the same Android version I've tried, it works.
We are developing a motorbikes racing game under Unity 5.3.4p4 for Android.
I have a spotlight attached to a gameobject (the motorbike), the farther it is from the center of the world (0, 0) the more unstable/shaking it becomes when moving. I've tested on many devices with different GPU and Android versions but this only happens in Samsung Galaxy Edge S6 and S7 devices (MALI GPU).
Does anyone has the same problem or know any solution for this?.
Thanks for your time.
EDIT:
After a lot of testing there seems to work fine only using Deferred instead of Forward rendering and enabling OpenGLES3, at least for the S7, the S6 has the same problem no matter what I do.
I've also tried downgrading to Unity 5.2.5 and upgrading to unity 5.3.5 without success.
As #Paul-Jan says, it seems it also affects iOS: https://community.unity.com/t5/Graphics/Problems-with-spotlight-on-mobile-precision-issue/td-p/2473711
The Camera on my galaxy s2(Android 4.4.2) looks like this when i run the color blob sample code. The same code works on my galaxy tab 2 (also Android 4.4.2).
Tried with writing the code from scratch and other sample codes. There are no errors on both devices, but the image looks like this on the S2
Does anybody know how to fix this?
I have the exact same result running OpenCV Samples on my S2 i9100 with Neatrom 3.6 (4.4.2) and ART enabled. Changing ART back to Dalvik does not change anything (for what it`s worth).
Using Stock Samsung Rom fixes the problem. Seems to be something in the Custom Rom which causes the problem.
After some testing this seems to be the only working Rom for me.
I checked without success the following Roms:
CyanogenMod 10.1
CyanogenMod 10.2
CyanogenMod 11
SlimSaber 4.4.2
Biftorâ„¢SlimKat-Rom-V6.0-i9100-4.4.2
I9100_4.4.2_AOSP_NeatROM_v3.6
SlimBean 4.2.2
I have two Samsung S4, one is 4.2.2, the other 4.3. I am running the same game, which is drawn on SurfaceView. On 4.2.2 drawing takes about 30ms, while on 4.3 almost 100ms. Drawing is performed from the other thread. I have checked, that the problem is with drawBitmap method. Any suggestion how to fix it? The problem appears only on S4 with Android 4.3. I also checked on Nexus 7 with 4.4.2, everything is ok.
I am trying to display two OpenGL surface views on the Samsung Vibrant/Galaxy S at once using OpenGL 1.1. The device refuses to display both at once but doesn't throw any errors. On all other devices I have tested this has worked.
Is this possibly an issue with Android 2.1?
Upgrading device to Android 2.2 fixed issues. Not sure why though, maybe update fixed a bug as well?