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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 KNOWN ISSUES
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1. At this stage only shader-based (OpenGL ES 3.0) pipeline works. The fixed 1. It's not possible to compile STK for Android < 4.4 due to missing GLES 3.0
pipeline (GLES 2.0) could work (it works under linux), but it doesn't look functions. It is technically possible to do - check GLES context version,
good and is generally broken. It means that it's not possible to run STK on load OpenGL functions dynamically using EGL, and if they are not loaded
Android 4.2 or older. It is technically possible to do - check GLES context properly, then fallback to GLES 2.0.
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.
2. It never ocurred for me, but it's possible that EGL context is lost in some 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, cases. SuperTuxKart is not designed to re-create all textures at any moment,
so this is a "Wontfix", at least for now. so this is a "Wontfix", at least for now.
3. Some bright tracks (Farm, Gran Paradiso) seem to be a bit darker in GLES 3. We use "exit(0)" at the end of main function. We shouldn't do it and we
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
should just return from the main function. But STK uses some global should just return from the main function. But STK uses some global
variables and their values are remembered when the game is restarted. We 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)" 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: It seems to affect only Android 5.0. More information about the crash:
https://code.google.com/p/android/issues/detail?id=160824 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 Backtrace shows glDrawElements function, and internally crashed in vbo
allocation. 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 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 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. 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. 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 default screen orientation is not automatically detected and user must
manually choose if he needs "phone" or "tablet" accelerometer. manually choose if he needs "phone" or "tablet" accelerometer.