Closed avril-gh closed 6 years ago
With same commit, my 2D game working good on Bluboo Maya with Android 6.0 ARM Mali-400.
Your example project on Bluboo Maya:
Hmm... interesting. ...im having the same outcome on two different devices. It throw error
W 0:00:00:0859 Could not create framebuffer!!
<C Source> drivers\gles2\rasterizer_storage_gles2.cpp:3935 @ _render_target_allocate()
the screen is black, no 2D gui nor 3D stuff is shown,
but the app is not crashing nor hangs, - it continues to work.
I proved it by adding print
at line 51 in camera.gd
if (ev is InputEventMouseMotion and ev.button_mask&BUTTON_MASK_LEFT):
print("touch ", ev.relative.x)
and it prints in editor's output while touching screen... ...Ok, im going to investigate further.
Maybe related, I'm getting those errors with GLES2/WebGL1 both Firefox and Chrome,
For the framebuffer creation failure looks like glRenderbufferStorage doesn't accept the unsized DEPTH_COMPONENT nor _DEPTH_COMPONENT24_OES, I tried forcing it back to DEPTH_COMPONENT16 in index.js and it doesnt fail
About the non-constant indexing according to Chrome its the faceUvVectors[faceID] subscript in texelCoordToVec in cubemap_filter.glsl: line 119. for example forcing it to 0 removes the error
This issue referred to build 80d6bb7 It has been fixed at https://github.com/godotengine/godot/commit/c24277a520acf856831ed78d4f96444290d17597 Therefore since this issue refer's to Android device's im closing this as solved.
@muiroc i assume that it might be fixed for WebExport too, but since i cant currently build for Web, please try out latest build and if the bug is still there, please open new issue about WebExport.
Godot version Godot 3.1 master branch 80d6bb7 at 2018-10-01
OS/device including version Tested on Android 4.4.2 - MTK6592 - 1GB - GPU Mali 450 MP4 700Mhz - GL2.0 Android 4.4.2 - BCM23550 - 1GB - GPU VideoCore IV - GL2.0
Issue
Errors shown on Mali 450 MP2 Device
Errors shown on VideoCoreIV Device
Example project g31-test-8.zip