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Deve 2017-03-05 08:55:35 +01:00
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@ -84,24 +84,16 @@ to just run:
KNOWN ISSUES
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1. At this stage only shader-based (OpenGL ES 3.0) pipeline works. The fixed
pipeline (GLES 2.0) could work (it works under linux), but it doesn't look
good and is generally broken. It means that it's not possible to run STK on
Android 4.2 or older. It is technically possible to do - check GLES context
version, load OpenGL functions dynamically using EGL, and if they are not
loaded properly, then fallback to GLES 2.0. But these devices may be too
slow to run STK anyway.
1. It's not possible to compile STK for Android < 4.4 due to missing GLES 3.0
functions. It is technically possible to do - check GLES context version,
load OpenGL functions dynamically using EGL, and if they are not loaded
properly, then fallback to GLES 2.0.
2. It never ocurred for me, but it's possible that EGL context is lost in some
cases. SuperTuxKart is not designed to re-create all textures at any moment,
so this is a "Wontfix", at least for now.
3. Some bright tracks (Farm, Gran Paradiso) seem to be a bit darker in GLES
renderer than in original OpenGL 3.x renderer. It can be easily hacked by
adding few lines to object pass shader, but we should rather try to find the
real reason.
4. We use "exit(0)" at the end of main function. We shouldn't do it and we
3. We use "exit(0)" at the end of main function. We shouldn't do it and we
should just return from the main function. But STK uses some global
variables and their values are remembered when the game is restarted. We
should properly clear them or re-initialize on startup. Using the "exit(0)"
@ -109,18 +101,18 @@ to just run:
It seems to affect only Android 5.0. More information about the crash:
https://code.google.com/p/android/issues/detail?id=160824
5. STK crashes on Qualcomm with Adreno 305 when trying to draw menu interface.
4. STK crashes on Qualcomm with Adreno 305 when trying to draw menu interface.
Backtrace shows glDrawElements function, and internally crashed in vbo
allocation.
6. STK crashes on startup on some devices when aarch64 build is made using
5. STK crashes on startup on some devices when aarch64 build is made using
Android r13 NDK. The r13 version has rather big modifications (it uses clang
instead of gcc by default). This is probably a bug in NDK/compiler/OS, but
for this reason using NDK r12 for 64-bit arm compilation is preferred.
7. Angelscript doesn't have full support for aarch64 builds, so that scripting
6. Angelscript doesn't have full support for aarch64 builds, so that scripting
won't work on this platform.
8. Turning left/right using accelerometer is available, but at this stage the
7. Turning left/right using accelerometer is available, but at this stage the
default screen orientation is not automatically detected and user must
manually choose if he needs "phone" or "tablet" accelerometer.