Make sure you are using an OpenGL ES2 compatible device. Also be sure your project is using QtOpenGL module.
I am using a Motorola Xoom which has OpenGL ES2 support and my project was using the QtOpenGL module. I also added QT += opengl to the .pro file
Please provide full add logcat log. Also a simple application will be very useful.
logcat log wouldn't be helpful as it doesn't even compile when opengl function calls are present. Project attached.
i've got the same problem (maybe i'm doing something wrong)
here's Android armv7a release compile log
glLoadIdentity isn't part of OpenGLES 2.
Same thing applies to your report; if you want me to investigate further please send a test project.
here's the project, all code i've changed while porting to GL ES is marked by "ANDROID MOD". It runs on desktop as expected, but cannot be compiled in necessitas. Compiler cannot understand even what GLfloat is.
gl.h is not included. if i include it manually (android-ndk-r6b/platforms/android-8/arch-arm/usr/include/GLES/gl.h), libraries cannot be found.
Necessitas is uses only GLES2 so, try to include gl2.h>.
This issues doesn't seem to be necessitas related.
anyway necessitas cannot find includes and lib until i add
INCLUDEPATH += C:/necessitas/android-ndk-r6b/platforms/android-8/arch-arm/usr/include
LIBS += C:/necessitas/android-ndk-r6b/platforms/android-8/arch-arm/usr/lib/libGLESv2.so
(even with these lines in pro file, hellogl_es2 example crashes on Milestone)
I'm having a similar problem to the above using a Galaxy Nexus, with both my current project and the "hellogl_es2" example code.
I've tried manually including a couple of different variations of the GLES libraries as WinAnd recommend, but so far haven't been able to get through the 'Copy application data' stage.
Does anyone have some well worn QtOpenGL example code that works on their devices that they could put for download? At least that way we could work out if its our set ups or some small part of our code.