Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Magenta screen on mobile #1

Open
jon914 opened this issue Apr 6, 2014 · 2 comments
Open

Magenta screen on mobile #1

jon914 opened this issue Apr 6, 2014 · 2 comments

Comments

@jon914
Copy link

jon914 commented Apr 6, 2014

I've been playing around with this. It works great on the standalone target, but on mobile (iOS Simulator to be exact - didn't try devices), the entire screen gets painted in magenta, no matter what shader is used - is that expected?

@MattTuttle
Copy link
Member

Unfortunately there isn't a clean way to do this on a mobile device. I hadn't tested on the simulator but it works on an actual device. The issue is that I'm assuming the default framebuffer has the id of 1 (which apparently isn't true in the iOS Simulator). If I remember right Lime doesn't implement GL.get(GL.FRAMEBUFFER_BINDING_OES) but once it does I'll update this project.

@jon914
Copy link
Author

jon914 commented Apr 11, 2014

I've checked this now on an actual device (iPad Mini Gen 2) and while I don't get the magenta screen anymore, all game rendering "freezes" once the shader goes into place. Curiously, the iOS Simulator is now acting exactly the same way.

Android is working properly using the same code.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants