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Failed to compile vertex shader #37
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Thanks @icanb!
Much thanks! |
Here it is:
This is when I try to run the helloworld-scene example that you guys provided. Thank you @dthian. |
Thanks @icanb! To get a better idea of which device - os - hardware combination we can use to reproduce this issue, Could you let us know which device model, it's Android OS and it's corresponding GPU type you are running this on that causes the crash? |
Vuzix Blade (Android 5.1.1, API 22) -- @dthian what's your email btw? |
@icanb we don't officially support Vuzix Blade. We have not looked at their dev kit or sdk for tracking which might be why you are running into issues. Doubtful they are using ARCore which we use for AR support on Android. Have you tried running it on a regular Android device that supports ARCore? Also, you can email me ([email protected]) and Daniel ([email protected]) as needed. |
It definitely doesn't support ARCore but my goal is simply building 3D scenes without the AR stuff. That's why I've been excited about ViroCore in the first place. Can I not turn off all that stuff and simply use the 3D engine? |
I realized that the current version is 1.4 (?), and one of the links on the website is actually pointing to a 1.2 version of the SDK in which the scenekit stuff works -- however I run into the issue mention in #36. Would really appreciate if you can help me figure out a path forward. I don't want to got a more complicated solution like Rajawali etc. |
Yes, ViroCore can be used for 3D scenes and that is a common use case (the Blade made me assume your use case was AR). Just to clarify, you are running into this issue only on the Blade? Do you know what the GPU is on that device? Adreno, Mali, etc? Also does the device support opengl 3.0? We added Renderer Configurations in Viro 1.3 (most recent version is 1.4). You might try turning all of these off and seeing if that helps -> https://developer.viromedia.com/virocore/reference/com/viro/core/RendererConfiguration.html |
Turning them off didn't help unfortunately. Here is the GPU on the device What's the OpenGL requirements that you guys have? Maybe adding it in the manifest could help. |
We require OpenGL ES 3.0 Thanks for the additional information and sorry for the issue you are encountering. Unfortunately, we need to get our hands on a device with that GPU and debug to see what the issue is. Will have to get back to you once we find a device. If you are targeting other Android devices hopefully you can develop on those so you are not blocked. |
We think that issue might also be GPU related because we can't repro on any of the android devices we have. We ordered a device with the same GPU and it should arrive next week. Will keep both issues open and update once we have more info. Just to confirm, you are only seeing these issues on the Blade device right? Your original comment said a couple devices, so wanted to make sure there were not other android devices you were seeing these issues on. |
I'm getting the following crash on launch on some devices. Any idea what's going wrong? Any work arounds? Thanks!
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