Awesome. Tried it on my Nexus S (crashes at start, made a report), and my Xperia S (works).
Awesome. Tried it on my Nexus S (crashes at start, made a report), and my Xperia S (works).
Existence is pain
Thanks a lot, especially for the crash report on the Nexus S. It looks like a problem with the config chooser for the render context :
Pretty funny first line. Returning success, but failing. I'll have a look into this and will release an update as soon as I found the cause for the crash.Code:java.lang.RuntimeException: createContext failed: EGL_SUCCESS at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1195) at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1186) at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1036) at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1403) at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1242)
Your new version shows information properly on the Nexus S now. Meant to post about that, but seems you got it fixed without me needing to tell you One thing that is incorrect, is the CPU frequency, which is shown as 1400 MHz (maximum for the CPU that the kernel can allow, since it is cyanogenmod). The actual frequency is 1000 MHz. Not a big deal, but thought you should know.
Existence is pain
It seemed that the code for selecting a context with the highest possible OpenGL ES version wasn't working on several devices, so I changed it and well, it seems to work
And thanks for resubmitting the Nexus S with the correct OpenGL ES information version. As with the CPU Frequency, it's from the device information structure of android, so I don't know if I could easily detect wether the frequency is overclocked or not.
Nice project! Works great on my Galaxy SIII mini. Didnt even know this device supported OGL ES2
Realy nice project indeed!
But I have a request. Could you make change to both glCapsViewer and OpenGL ES Caps viewer so that they alow comparison between different results.
I would realy like to use such program as a troubleshooting tool to figure out why certain game runs on certain configurations and doesen't run or doesen't run properly on another configuration.
It is not my game and I don't have information about the games Graphical Engine minimum requirements. Infact even game developers are not sure of minimum requirements as the game engine was not developed by them. I'm talking about Allegro here but since I'm tracking several other indie games I might be able to help the their developers also if/when similar problems occur.
I have though about adding compare functions to both tools, but up until now I though it would be sufficent to have them in the online database. But it may really be a good idea to add them to the tools itself, making it easier to compare the current device with one from the online database. I'll see when I'll get around adding this feature.
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