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conrod with glutin/glium backend does not work with OpenGL ES #884
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Thanks a lot for the issue @TimBednarzyk, i'm definitely keen to address this. I don't have time to look into this just yet, but I imagine there should be some info at the |
The second issue ended up being an issue with glium itself, and should be fixed with this pull request. I tested a slightly modified version of the glutin_glium example, and it works with OpenGL ES 3.0 on desktop now. However, there's still an issue on Android:
I'll keep looking into this error and see if I can get the example to work on Android. |
I've been doing some debugging, and I've found out why that error is caused, but not how to fix it yet. The issue is caused here due to slice.len() being 0, and therefore creating a VertexBuffer with 0 vertices. Running on desktop gave me a slice.len() of 2,862. I've also found out 3 things:
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I'm going to close this as it sounds like the OpenGL ES compatibility has been fixed.
If this is still occurring, would you mind opening a separate issue for it? It does sound quite strange. Perhaps we just have to do a check here that only pushes the last command if there are any vertices in the current state in order to avoid creating an empty Re 2.: I think we can open up another issue for supporting Re 3.: I'm not sure what we can do in conrod to adjust for this, as conrod is already designed to work agnostically of |
There seems to be at least 2 issues causing this. The first is that the shader code for the glium backend does not have a valid version for OpenGL ES (Should be
#version 330
for OpenGL ES 3.0, or with some other changes to the shader code#version 100
for OpenGL ES 2.0). I made a local copy and changed the shader code accordingly. However, I still get another error:The actual code is just the text_edit example rewritten for glutin/glium, and running the same code with OpenGL (and the original shader code) works just fine. Not being able to run with OpenGL ES means not being able to run on Android.
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