Android Shader Support - #6277
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Cameron (Cameron-Micka) merged 3 commits intoOct 14, 2019
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Cameron (Cameron-Micka)
requested review from
Lars Simkins (Railboy),
Troy Ferrell (Troy-Ferrell) and
C. M. Barth (chrisfromwork)
October 11, 2019 23:03
Cameron (Cameron-Micka)
requested review from
David Kline (david-c-kline),
Kurtis (keveleigh) and
Will (wiwei)
as code owners
October 11, 2019 23:03
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/azp run |
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Azure Pipelines successfully started running 2 pipeline(s). |
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Author
Nice find! Which OpenGL ES version are you using? I’m guessing the version you have specified doesn’t support geometry shaders and instancing. I’ll make the MRTK/Standard the fall back. Even though it won’t look anything like the hand triangles at least we won’t get magenta on Android. |
Contributor
Member
Author
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Interesting, thanks! I’ll give that a try on Monday. That looks like what I have. |
Member
Author
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Weird! The console never showed me those warnings (tried in 2018.4.11 too). But, I filtered all the shaders within the MRTK and was able to see those warnings in the inspector and pushed up the changes. |
Contributor
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/azp run |
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Azure Pipelines successfully started running 2 pipeline(s). |
Kurtis (keveleigh)
approved these changes
Oct 14, 2019
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Overview
A handful of users have been using the MRTK on Android platforms which use OpenGL ES renderers. This pull request attempts to address a few issues which have been found by the community.
Changes include:
Changes
Verification
I've tested on HoloLens, HoloLens 2, Oculus Quest, and Windows PC. If you have any other platforms to test on that would be much appreciated. Especially unusual OpenGL ES variants found on mobile phones.