chenditc

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  • in reply to: MoltenGL crash when launching in Unity? #1294
    chenditc
    Participant

      @bill

      When I run the app on a A6 chip iphone 5, it works fine, I guess that’s because it just redirect the glGetString call to native OpenGL ES library.

      Same glGetString call gets string:
      Renderer: PowerVR SGX 543
      Vendor: Imagination Technologies
      Version: OpenGL ES 2.0 IMGSGX543-128

      in reply to: MoltenGL crash when launching in Unity? #1293
      chenditc
      Participant

        @bill

        I think the Unity OpenGL ES call is using the MoltenGL implementation.

        I poked around the code called by Unity. Seems Unity is trying to call “glGetString” to get some driver related information and get a null pointer back.

        The call looks something like:

        const GLenum GL_VENDOR = 0x1F00;
        const GLubyte* stringPointer0 = glGetString(GL_VENDOR + 0);
        const GLubyte* stringPointer1 = glGetString(GL_VENDOR + 1);
        const GLubyte* stringPointer2 = glGetString(GL_VENDOR + 2);

        Are you able to pin point the problem using this info? What is the implementation of glGetString?

        in reply to: MoltenGL crash when launching in Unity? #1292
        chenditc
        Participant

          I think the Unity OpenGL ES call is using the MoltenGL implementation.

          I poked around the code called by Unity. Seems Unity is trying to call “glGetString” to get some driver related information and get a null pointer back.

          The call looks something like:

          const GLenum GL_VENDOR = 0x1F00;
          const GLubyte* stringPointer0 = glGetString(GL_VENDOR + 0);
          const GLubyte* stringPointer1 = glGetString(GL_VENDOR + 1);
          const GLubyte* stringPointer2 = glGetString(GL_VENDOR + 2);

          Are you able to pin point the problem using this info? What is the implementation of glGetString?

          in reply to: MoltenGL crash when launching in Unity? #1290
          chenditc
          Participant

            I would like to achieve either:

            1. When Unity initialized with OpenGL 2 graphic API, but device has a metal enabled chip, the underlying work is happening using Metal API.

            Or

            2. When Unity initialized with Metal graphic API, the customized Open GL 2 rendering code still works.

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