SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2) SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES) SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE) I've stripped out all of my rendering code and have gone back to basics - rendering a textured square (in a not particularly optimised manner). 64圆4, 128x128, 256x256 etc.) or some wacky compression stuff which doesn't apply here. While there are similar problems on the net, much of it involves ES 1.0 and regards a different issue - texture dimensions not being powers of two (e.g.
This is OpenGL ES 2.0, doing an SDL/C++/ndk thing. Textures are being loaded okay, but they're not being rendered - not the usual black squares you often get with OpenGL when something goes wrong - nothing at all.
I've since got ahold of one of the offending tablets (a Samsung Galaxy Tab 2 7.0) and it turns out it does run, it just wasn't rendering things properly.Ī few digs later and I've discovered that it's a texturing issue. I recently published a game for Android (/store/apps/details?id=com.quackers if you want to witness the problems first hand), and initial feedback suggests that the thing doesn't run properly on some devices.