QtQuick Error on Android(3009 (EGL_BAD_MATCH))
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wrote on 17 Jul 2013, 17:31 last edited by
If you can follow the link:
https://groups.google.com/forum/?fromgroups=#!topic/android-qt/GTZsO5tbTso
There is project untitled2.7z.
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wrote on 21 Aug 2013, 07:01 last edited by
@Flavlo:
Have you found any solution for this yet? I am getting a similar error.
Refer , http://qt-project.org/forums/viewthread/31522/ -
wrote on 22 Aug 2013, 01:10 last edited by
No, but I'm following the waiting list for the bug fix.
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wrote on 22 Aug 2013, 01:11 last edited by
Today I will check again. when I find the solution,'ll warn you.
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wrote on 30 Aug 2013, 11:46 last edited by
Hi guys..
I am gettin the same error.
Flavio do let me know when the bug is fixed :)Regards,
Mansi -
wrote on 30 Aug 2013, 13:54 last edited by
Hi!
I am getting the same error, too.
I just created a new project (qt quick 2 - build in elements), changed nothing and tried to run it on the android simulator.
Any help is very welcome.
Regards,
Oliver. -
wrote on 30 Oct 2013, 17:29 last edited by
I had a large project running successfully on Android with Qt5.1.0
Then I "ported" the QML Quick 1.0 and declarative to QtQuick2.1 and quick.
Now I get the error as described above. -
wrote on 21 Nov 2013, 17:38 last edited by
Same issue here: porting a desktop application from Qt 4 to Qt 5.2 for Android. After struggling for some hours, I've found the problem is related to multiple top levels.
My code worked perfectly on Nexus 7 (libEGL_tegra) but miserably crashed on Samsung devices (libEGL_mali). I don't know yet why this difference, but I've temporarily fixed it by removing the creation of the main window and by focusing on a single QQuickView. My next experiments will involve QWidget::createWindowContainer(), because I still need to use a QWidget.
The code you've posted seems to share the same design, so I'd suggest to try a different approach. :) -
wrote on 28 Mar 2014, 14:52 last edited by
ok, it's a long time but I don't know if you sorted it or not.
First, your shader compiling on windows doesn't mean it will compile onandroid. Just an exemple:
In windows you aren't required to set the precision of floating points and vectors, it may give you a warning but keep running anyway. But when you try the same code on Android, some mobiles requires you to set the float precision.
And this is the most common case, got this problem, and sorted it by setting precision at every float.Second, I've got one implementation problem with QGLShaderProgram, using QOpenGLShaderProgram instead sorted my problem. I don't know exactly why but seems that QGLShaderProgram include some code in your shader that may crash in some GLSL drivers.
In your link I couldn't find the shader code you are running, mind to tell me where is it, so I can take a look?
Regards and sorry for my bad english.
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wrote on 25 Apr 2014, 18:07 last edited by
Anybody try issue in Qt 5.3?