From: Cao F. <fca...@gm...> - 2011-12-07 16:12:32
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Hi guys I have sucessfully compiled stellarium-0.11.1 with android toolchains and android-qt libraries. But when I strat up stellarium app on android emulator(api-level 8). The app failed on line 244 [Q_ASSERT(StelPainter::glContext==QGLContext::currentContext());] in StelTexture.cpp and get many warning as "E/libEGL ( 2445): called unimplemented OpenGL ES API". I have specified the "-lGLESv2" option when linking the app and checked the return value of "glGetString(GL_VERSION)" in function StelQGLWidget::initializeGL(). The result is something like "GLESv1_CM". It seems the the app can't find the right opengl version......... Do you guys have any hint in solving this issue? Best regards CaoFei |
From: Alexander W. <ale...@gm...> - 2011-12-07 16:19:59
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2011/12/7 Cao Fei <fca...@gm...>: > I have sucessfully compiled stellarium-0.11.1 with android toolchains and > android-qt libraries. Cool! > get many warning as "E/libEGL ( 2445): called unimplemented OpenGL ES API". > I have specified > the "-lGLESv2" option when linking the app and checked the return value of > "glGetString(GL_VERSION)" > in function StelQGLWidget::initializeGL(). The result is something like > "GLESv1_CM". It seems > the the app can't find the right opengl version......... > Do you guys have any hint in solving this issue? If you used cmake then you can try use -DOPENGL_MODE=ES2 -- With best regards, Alexander |
From: Cao F. <fca...@gm...> - 2011-12-07 16:27:19
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Actually,I have modified the CMakeList.txt in the root directory like this: SET(OPENGL_MODE ES2 CACHE STRING "Choose the type of openGL to use, options are: Desktop, ES2") so, it should be compiled with opglen v2.0.......... On Wed, Dec 7, 2011 at 5:19 PM, Alexander Wolf <ale...@gm...>wrote: > 2011/12/7 Cao Fei <fca...@gm...>: > > I have sucessfully compiled stellarium-0.11.1 with android toolchains and > > android-qt libraries. > > Cool! > > > get many warning as "E/libEGL ( 2445): called unimplemented OpenGL ES > API". > > I have specified > > the "-lGLESv2" option when linking the app and checked the return value > of > > "glGetString(GL_VERSION)" > > in function StelQGLWidget::initializeGL(). The result is something like > > "GLESv1_CM". It seems > > the the app can't find the right opengl version......... > > Do you guys have any hint in solving this issue? > > If you used cmake then you can try use -DOPENGL_MODE=ES2 > > -- > With best regards, Alexander > > > ------------------------------------------------------------------------------ > Cloud Services Checklist: Pricing and Packaging Optimization > This white paper is intended to serve as a reference, checklist and point > of > discussion for anyone considering optimizing the pricing and packaging > model > of a cloud services business. Read Now! > http://www.accelacomm.com/jaw/sfnl/114/51491232/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Bogdan M. <dag...@gm...> - 2011-12-07 16:31:51
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On Wed, Dec 7, 2011 at 6:12 PM, Cao Fei <fca...@gm...> wrote: > Hi guys > > I have sucessfully compiled stellarium-0.11.1 with android toolchains and > android-qt libraries. This is the Necessitas port, yes? http://code.google.com/p/android-lighthouse/ > But when I strat up stellarium app on android emulator(api-level 8). The app > failed on line 244 > [Q_ASSERT(StelPainter::glContext==QGLContext::currentContext());] in > StelTexture.cpp and > get many warning as "E/libEGL ( 2445): called unimplemented OpenGL ES API". > I have specified > the "-lGLESv2" option when linking the app and checked the return value of > "glGetString(GL_VERSION)" > in function StelQGLWidget::initializeGL(). The result is something like > "GLESv1_CM". It seems > the the app can't find the right opengl version......... > Do you guys have any hint in solving this issue? You cant try asking in their mailing list. http://groups.google.com/group/android-qt Also, I'm not sure if the emulator is not limited to the OpenGL version supported by your graphics card. Have you tried running the build on an actual device? Regards, Bogdan Marinov |
From: Alexander W. <ale...@gm...> - 2011-12-07 16:35:50
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2011/12/7 Cao Fei <fca...@gm...>: > Actually,I have modified the CMakeList.txt in the root directory like this: > SET(OPENGL_MODE ES2 CACHE STRING "Choose the type of openGL to use, options > are: Desktop, ES2") Do you can publish *.apk? I'm try it on device. And maybe you can write how-to for building via android-toolchains and android-qt? -- With best regards, Alexander |
From: Cao F. <fca...@gm...> - 2011-12-07 18:06:21
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Yes, I'm using the Necessitas port now. I will post a how-to build via android-toolchains later.. I really hope to see a android version of the stellarium.. On Wed, Dec 7, 2011 at 5:35 PM, Alexander Wolf <ale...@gm...>wrote: > 2011/12/7 Cao Fei <fca...@gm...>: > > Actually,I have modified the CMakeList.txt in the root directory like > this: > > SET(OPENGL_MODE ES2 CACHE STRING "Choose the type of openGL to use, > options > > are: Desktop, ES2") > > Do you can publish *.apk? I'm try it on device. > > And maybe you can write how-to for building via android-toolchains and > android-qt? > > -- > With best regards, Alexander > > > ------------------------------------------------------------------------------ > Cloud Services Checklist: Pricing and Packaging Optimization > This white paper is intended to serve as a reference, checklist and point > of > discussion for anyone considering optimizing the pricing and packaging > model > of a cloud services business. Read Now! > http://www.accelacomm.com/jaw/sfnl/114/51491232/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |