Open wearetelescopic opened 1 year ago
Can you run the app locally but in release mode? Here's some steps: https://developer.android.com/studio/run#changing-variant
Additionally you could try adding ShaderUtil.checkGLError
after each OpenGL call to figure our which GL call triggers the error. I would suspect a shader optimisation where you'd be setting a shader variable that is actually unused, which is detected in shader compilation and removed.
Thanks, I just did that as suggested - run as release, but as per the debug version it works just fine! Any further ideas...?
Got some more info, uploaded the release to play store with the additional debug info, and the error is triggered right after this line in the ObjectRenderer:
GLES20.glUniform4f(
lightingParametersUniform,
viewLightDirection[0],
viewLightDirection[1],
viewLightDirection[2],
1.f);
Anyone any idea why this would be the case only on the play store?
SPECIFIC ISSUE ENCOUNTERED
I've got an app that works perfectly well during development and testing. It's using the ObjectRenderer.java or OcclusionObjectRenderer.java classes from the ARCore examples to render and object onto an achor on a plane. (see https://github.com/googlecodelabs/arcore-depth).
VERSIONS USED
adb shell pm dump com.google.ar.core | findstr /i "packages: versionName"
On macOS, use:adb shell pm dump com.google.ar.core | egrep -i versionName\|packages:
adb shell getprop ro.build.fingerprint
: google/oriole/oriole:13/TQ1A.221205.011/9244662:user/release-keysSTEPS TO REPRODUCE THE ISSUE
WORKAROUNDS (IF ANY)
n/a
ADDITIONAL COMMENTS
I have no idea how to debug this, given that this only happens on release apps. The moment we start debugging, the error disappears and everything works as expected.