Sunday, December 25, 2011

[android-developers] Re: OpenGL ES 2.0 weirdness - app works on Samsung Galaxy S2, but not Nexus One or HTC Desire

Perhaps I should give more information about what the app is doing.
It uses a single 1024*1024 texture with type GL_UNSIGNED_BYTE. It
runs a shader on the texture to perform a palette-shifting animation.
The shader compiles without errors, even on the devices where the app
doesn't work.

On Dec 25, 8:47 pm, Christopher Van Kirk
<christopher.vank...@gmail.com> wrote:
> There are many, many differences between devices when it comes to OpenGL
> ES 2.0 rendering. It's a profound problem, actually, because it more or
> less demands that you either buy each kind of device for testing (and
> there are 600+ devices), or buy graphics engine from someone else who
> has...neither of which are particularly palatable options from an
> expense perspective because the value of the app is likely to be far
> less than the cost of the tool or devices needed to test it.
>
> On 12/26/2011 9:34 AM, Michael wrote:
>
>
>
>
>
>
>
> > I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
> > S2, but only displays a black screen on the Nexus One and HTC Desire.
> > The logs report no errors.  Are there known differences between the
> > Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
> > devices?

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