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OverviewFelgo 2 Support (Qt 5) › android emulator opengl shader errors

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  • #15363

    Bas

    hi, i try to run a project (v-play) in the android simulator , but i cannot get it to work (MAC or Windows).

    Android for x86 in QT editor with AV : Android 6.0 – Api Level 23
    CPU/BI: Intel Atom x86

    Skin : Built-in: WXGA800

    even with hardware acceleration turned off it does not work (lots of )

    i get a white screen and no graphics

    and application output i get following errors:

     

    W TestOpenGLAndroid: void main()

    W TestOpenGLAndroid: {

    W TestOpenGLAndroid: gl_FragColor = color;

    W TestOpenGLAndroid: }

    W TestOpenGLAndroid: (null):0 ((null)): ***

    W TestOpenGLAndroid: (null):0 ((null)): shader compilation failed:

    W TestOpenGLAndroid: “”

    W TestOpenGLAndroid: (null):0 ((null)): QOpenGLShaderProgram::uniformLocation( matrix ): shader program is not linked

    W TestOpenGLAndroid: (null):0 ((null)): QOpenGLShaderProgram::uniformLocation( opacity ): shader program is not linked

    W TestOpenGLAndroid: (null):0 ((null)): QOpenGLShader::compile(Vertex): Vertex shader failed to compile with the following errors:

    W TestOpenGLAndroid: ERROR: 0:2: error(#101) Macro redefined: lowp

    W TestOpenGLAndroid: ERROR: 0:3: error(#101) Macro redefined: mediump

    W TestOpenGLAndroid: ERROR: 0:4: error(#101) Macro redefined: highp

    W TestOpenGLAndroid: ERROR: error(#273) 3 compilation errors. No code generated

    12-01 10:36:22.037 2386 2403 W TestOpenGLAndroid:

    12-01 10:36:22.037 2386 2403 W TestOpenGLAndroid:

    W TestOpenGLAndroid: (null):0 ((null)): *** Problematic Vertex shader source code ***

    W TestOpenGLAndroid: (null):0 ((null)): #define lowp

    W TestOpenGLAndroid: #define mediump

    W TestOpenGLAndroid: #define highp

    W TestOpenGLAndroid: #line 1

    W TestOpenGLAndroid: uniform highp mat4 qt_Matrix;

    12-01 10:36:22.037 2386 2403 W TestOpenGLAndroid:

    W TestOpenGLAndroid: attribute highp vec4 qt_VertexPosition;

    W TestOpenGLAndroid: attribute highp vec2 qt_VertexTexCoord;

    12-01 10:36:22.037 2386 2403 W TestOpenGLAndroid:

    W TestOpenGLAndroid: varying highp vec2 qt_TexCoord;

    12-01 10:36:22.037 2386 2403 W TestOpenGLAndroid:

    W TestOpenGLAndroid: attribute highp float _qt_order;

    W TestOpenGLAndroid: uniform highp float _qt_zRange;

    W TestOpenGLAndroid: void main()

    W TestOpenGLAndroid: {

    W TestOpenGLAndroid: qt_TexCoord = qt_VertexTexCoord;

    W TestOpenGLAndroid: gl_Position = qt_Matrix * qt_VertexPosition;

    W TestOpenGLAndroid: gl_Position.z = (gl_Position.z * _qt_zRange + _qt_order) * gl_Position.w;

    W TestOpenGLAndroid: }

    W TestOpenGLAndroid: (null):0 ((null)): ***

    #15403

    Bas
    #15418

    Günther
    Felgo Team

    Hi Bas!

    If you have a device at hand, the best solution is probably to take screenshots directly from a device, either by using the screenshot feature of the device or on desktop with the Android Device Monitor that comes with Android SDK.

    You can also have a look at Genymotion (https://www.genymotion.com/) as an alternative Android Emulator that works quite well in our experience.

    Best,
    Günther

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