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Comments (5)

pixelflinger avatar pixelflinger commented on June 23, 2024

I think this is a known problem of the previous fix.

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mbalajee avatar mbalajee commented on June 23, 2024

I think this is a known problem of the previous fix.

I see, haven't seen any mention of this being a known issue in the PR description or anywhere in the code. I was also suggested to make some changes in Asset/Resource loader to make use of the desktop fix in Android so I thought this must be a bug

Also would it make sense to use JITSHADER in Android ?

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poweifeng avatar poweifeng commented on June 23, 2024

You mentioned that it's not fixed for you even with #7917?

I just tried your asset (walls.glb) on a macbook, and it looks fine (but did not look fine before the commit). How are you checking the result:

  • For example, are you building from source (git log to check the latest commit)?
  • What platform/device are you testing on?

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poweifeng avatar poweifeng commented on June 23, 2024

Here's some notes of what I did

I added the following to samples/gltf_viewer.cpp

diff --git a/samples/gltf_viewer.cpp b/samples/gltf_viewer.cpp
index 6b83316f1..4472cf948 100644
--- a/samples/gltf_viewer.cpp
+++ b/samples/gltf_viewer.cpp
@@ -747,7 +747,10 @@ int main(int argc, char** argv) {
                 createJitShaderProvider(engine, OPTIMIZE_MATERIALS) :
                 createUbershaderProvider(engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
 
-        app.assetLoader = AssetLoader::create({engine, app.materials, app.names });
+        AssetConfigurationExtended ext {""};
+        AssetConfiguration config = {engine, app.materials, app.names };
+        config.ext = &ext;
+        app.assetLoader = AssetLoader::create(config);
         app.mainCamera = &view->getCamera();
         if (filename.isEmpty()) {
             app.asset = app.assetLoader->createAsset(

I ran it with

./out/cmake-debug/samples/gltf_viewer -u walls.glb

The result is

image

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mbalajee avatar mbalajee commented on June 23, 2024

Clean build worked. Also I modified AssetConfigurationExtended::isSupported() to allow Android and it works on Android too (model appears as expected)

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