Issue 4 in android-lighthouse: Use OpenGL
thomas.senyk at nokia.com
thomas.senyk at nokia.com
Fri Aug 19 09:09:14 UTC 2011
If no one opposes I would delete following branches:
remotes/origin/experimental-eglfs
remotes/origin/experimental-eglfs-jw
They are merged back to master anyway.
... I know deleting branches is always controversial :)
Greets
Thomas
________________________________________
From: ext android-lighthouse at googlecode.com [android-lighthouse at googlecode.com]
Sent: Thursday, August 18, 2011 6:02 AM
To: Senyk Thomas (Nokia-DXM/Munich)
Subject: Re: Issue 4 in android-lighthouse: Use OpenGL
Comment #49 on issue 4 by tman... at gmail.com: Use OpenGL
http://code.google.com/p/android-lighthouse/issues/detail?id=4
The experimental-eglfs-jw branch tripped me up, too. I'd recommend that
that branch and experimental-eglfs be removed.
Matthew, OpenGL should be enabled by default on master/experimental.
However I had to do some things to get my packages running. First, make
sure you have a recent qt-creator (the branch I used was 2.3-stagging.)
Then here's what I did to get Qmlshowcase running:
Changed TARGET on line 61 of qmlshowcase.pro from "./bin/qmlshowcase" to
just "qmlshowcase"
The app was not finding the app library before I did this. Also, there
seems to be a bug that is causing the build to stick that library
in "<build-dir>/libs./bin/". It creates a new directory called "libs."
instead of getting rid of the . or adding a slash before it. Removing the
path from the target fixed this problem.
Added these lines to the top of startApp() in QtActivity.java:
getIntent().putExtra("use_local_qt_libs", "true");
getIntent().putExtra("load_local_libs", "plugins/platforms/android/libandroidGL-9.so");
Qt Creator is failing to start my application (presumably with
the "use_local_qt_libs" intent set to true) when I have the option selected
to deploy local libs. For some reason it says it's starting the app, and
nothing happens on the Android end. (It does push the libs to the device
just fine, however.) So I'm manually injecting the option.
Next, the app is not loading the Android plugin. I don't see any evidence
of it trying. As a result I force it to load the androidGL-9 lib.
Of course I would check that you actually need to do these things on your
end first.
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