Any one has hellogl_es2 demo running with 5.2?
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5.1.1 works fine for me.
But no luck with 5.2. It just crash. I tried it on my xoom, evo 3d, and kindle fire hd7. It crashes no all of them. I am wondering any one can run it on your lastest devices, such as N7 2nd.
I can have openglunderqml running with no problem. Any clue?
Maybe I have to stay on 5.1.1
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Got it working on my devices by commenting lines 67-77 in mainwindow.cpp, where the groupbox and layout is created.
Then add glwidget->show() somewhere in mainwindow.cpp
Calling setCentralWidget() on a QGLWidget seems to result in a crash.
@// QGroupBox * groupBox = new QGroupBox(this);
// setCentralWidget(groupBox);
// groupBox->setTitle("OpenGL ES Example");// QGridLayout *layout = new QGridLayout(groupBox);
// layout->addWidget(glwidget,1,0,8,1);
// layout->addWidget(label,9,0,1,1);
// layout->addWidget(slider, 11,0,1,1);// groupBox->setLayout(layout);@
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I followed this post "http://qt-project.org/forums/viewthread/32978", to get cube working some how.
Geomertry is rendered and touches are responded. There is no shading, or texture.
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[quote author="sftrytry" date="1387297898"]Commenting QGruopBox did stop crashing. Shall we report this bug to upstream?
Although it does not crash, I got only blackscreen, like cube demo.
In 5.1.1, hellogl_es2 works fine, but cube gives blackscreen. In 5.2, both are just blackscreen.[/quote]
Did you call show() for the glwidget?
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That's because mobile platforms running on eglfs have difficulties with supporting multiple native windows. In an application like hellogl_es2 the main window and the QGLWidget both need a native window under the hood. On desktop this is fine and hellogl_es2 works well (for example on xcb + EGL), but on Android or Embedded Linux it most likely won't.
As for Android some sort of solution is likely to come at some point in the future, see https://bugreports.qt-project.org/browse/QTBUG-34650
In the meantime try avoiding mixing OpenGL windows with others. While having a single fullscreen QGLWidget or QQuickView is fine, mixing it with a widget-based UI is not.