Patrik Buhring
Patrik Buhring
It can create the surface properly on android 9 (emulator), but later fails with `thread '' panicked at 'called "Result::unwrap()" on an "Err" value: "No compatible vertex shader"'` probably due...
Unfortunately running with `OpenGL::V2_0` doesn't work either on android 10.
The app gets to the same point on my android 10 emulator though which is interesting, given that it should be similar to my android 10 device I have sitting...
Upon further inspection with an emulator, I've inferred that it's got to do with my phone and that the vertex shader errors are occurring due to improper gles support with...
After delving into glutin/egl, I've secluded it to the following call: https://github.com/rust-windowing/glutin/blob/c8bf4943f39e00a917c7f2d3da68ceaa4477b9d1/glutin/src/api/egl/mod.rs#L761-L766 Which returns `EGL_BAD_ALLOC` which is listed as having the reasons to fail in the docs: https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglCreatePlatformWindowSurface.xhtml (Note the...
The previous post has been sitting half-written on here for a day or two, so that's old new and I've got new stuff to report; Here we try twice with...
Okay. I followed your suggestions, and the following lines are the problem: https://github.com/rust-windowing/glutin/blob/c8bf4943f39e00a917c7f2d3da68ceaa4477b9d1/glutin/src/api/egl/mod.rs#L1265-L1266 Commenting them out allows it to keep working (Or running in release mode, since its default value...
Uh... Nevermind, that's happening in [PistonDevelopers/opengl_graphics](https://github.com/PistonDevelopers/opengl_graphics), which unfortunately doesn't support opengles... I guess I'll have to figure that one out too! Once something that takes care of the erroneous debug...
 It works now. I've made some changes to `opengl_graphics` to get it to work now, but the glutin/glutin-window side is done with the changes to the debug flag.
Ah, I found a solution for the time being: When matching the `android_glue::Event` and get a `Event::LostFocus` set a flag to false to signal to not draw, and then when...