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I believe this is a bug because the exact same code won't work on Android but works in PC, with exception to the context/window creation. For that I'm using @MarijnS95 updates to both glutin/glium because they don't compile for Android
On Android you can uncomment FragColor to be red so you can see that at least the square is being renderer:
void main() {
vec4 a = texture(tex, v_tex_coords);
FragColor = vec4(a.r,0.0,0.0,1.0);
//Uncomment to see that at least rendering the red square works
//FragColor = vec4(1.0,0.0,0.0,1.0);
},
The text was updated successfully, but these errors were encountered:
I wonder if this is the same issue I'm seeing when using glium with a GTK4 application? I have the same behavior: When I draw a glium texture in a winit window (like the glium examples) it works, but when I try to draw with the exact same code on a GTK GLArea then nothing at all shows up. No errors are printed, so it's as if the texture(...) function in the fragment shader just always returns black). I reported it to gtk4-rs but did not get a response yet: gtk-rs/gtk4-rs#1647
I believe this is a bug because the exact same code won't work on Android but works in PC, with exception to the context/window creation. For that I'm using @MarijnS95 updates to both glutin/glium because they don't compile for Android
Here's a minimum verifiable example: https://github.com/lattice0/AndroidNativeSurface/tree/texture (branch is texture) and the same cargo project of the Android project (https://github.com/lattice0/AndroidNativeSurface/tree/texture/android_native_surface) can also be run with
cargo run
on desktop, where it will produce a pattern in the texture:(error is because I did not start the event loop correctly but whatever)
In summary, the following won't work:
On Android you can uncomment FragColor to be red so you can see that at least the square is being renderer:
The text was updated successfully, but these errors were encountered: