Closed ColinGilbert closed 8 years ago
BGFX seems to initialize correctly... Did you checked your runtime working directory? On my apps, I have to change current working directory to be able to read files bundled in APK, using 'chdir'.
I would like to mention that although #938 has self-resolved, this problem unfortunately hasn't. It may be a matter of my own incorrect use of the API, so could Bran please have a look at the code I posted? I do not believe that it is a directory issue: The Android app cheerfully reads the ogg file I packed along with the shaders, which I refreshed completely since. If I did nothing incorrect, it may be a code brittleness issue that only shows under certain use-cases and may be worth investigating.
Thanks!
I don't really have time to investigate this... Messing with windowing and bgfx is most error prone part, and it's due to different platforms have completely different requirements about main thread, windowing+input, and rendering. You have whole library source there so you can figure out what's going on and why your application and bgfx are not cooperating...
Hi,
I have been tring to make my BGFX-enabled engine work on Android for the past week and it has been driving me completely up the wall. I have tried all sorts of different configurations, basing myself from known-working code and adapting it to BGFX but every single time it fails. This is really making me upset because not working on Android is a showstopper bug that will require a complete rewrite of my graphics code. Note: Everything works great for GLFW.
BGFX has been compiled in both single and multithreaded mode, with zero difference.
The final iteration of my android entry point uses a native activity has been based directly from Android's native-activity example, BGFX's Android Entry, and my own working code for a working GLFW-based configuration.
I cannot see anything wrong with my use of the API and I'm wondering if this might be a library bug. Could someone else confirm or possibly correct my errors?
I would like to draw attention to the failure on Android at loading any shaders.
Here is the source for the Android entry-point:
AndroidManifest.xml
Here is the log for Android from adb logcat:
Here is my working config's log: