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@ -84,24 +84,16 @@ to just run:
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KNOWN ISSUES
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--------------------------------------------------------------------------------
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1. At this stage only shader-based (OpenGL ES 3.0) pipeline works. The fixed
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pipeline (GLES 2.0) could work (it works under linux), but it doesn't look
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good and is generally broken. It means that it's not possible to run STK on
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Android 4.2 or older. It is technically possible to do - check GLES context
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version, load OpenGL functions dynamically using EGL, and if they are not
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loaded properly, then fallback to GLES 2.0. But these devices may be too
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slow to run STK anyway.
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1. It's not possible to compile STK for Android < 4.4 due to missing GLES 3.0
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functions. It is technically possible to do - check GLES context version,
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load OpenGL functions dynamically using EGL, and if they are not loaded
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properly, then fallback to GLES 2.0.
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2. It never ocurred for me, but it's possible that EGL context is lost in some
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cases. SuperTuxKart is not designed to re-create all textures at any moment,
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so this is a "Wontfix", at least for now.
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3. Some bright tracks (Farm, Gran Paradiso) seem to be a bit darker in GLES
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renderer than in original OpenGL 3.x renderer. It can be easily hacked by
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adding few lines to object pass shader, but we should rather try to find the
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real reason.
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4. We use "exit(0)" at the end of main function. We shouldn't do it and we
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3. We use "exit(0)" at the end of main function. We shouldn't do it and we
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should just return from the main function. But STK uses some global
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variables and their values are remembered when the game is restarted. We
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should properly clear them or re-initialize on startup. Using the "exit(0)"
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@ -109,18 +101,18 @@ to just run:
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It seems to affect only Android 5.0. More information about the crash:
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https://code.google.com/p/android/issues/detail?id=160824
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5. STK crashes on Qualcomm with Adreno 305 when trying to draw menu interface.
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4. STK crashes on Qualcomm with Adreno 305 when trying to draw menu interface.
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Backtrace shows glDrawElements function, and internally crashed in vbo
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allocation.
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6. STK crashes on startup on some devices when aarch64 build is made using
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5. STK crashes on startup on some devices when aarch64 build is made using
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Android r13 NDK. The r13 version has rather big modifications (it uses clang
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instead of gcc by default). This is probably a bug in NDK/compiler/OS, but
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for this reason using NDK r12 for 64-bit arm compilation is preferred.
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7. Angelscript doesn't have full support for aarch64 builds, so that scripting
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6. Angelscript doesn't have full support for aarch64 builds, so that scripting
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won't work on this platform.
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8. Turning left/right using accelerometer is available, but at this stage the
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7. Turning left/right using accelerometer is available, but at this stage the
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default screen orientation is not automatically detected and user must
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manually choose if he needs "phone" or "tablet" accelerometer.
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