Comments (1)
Okay, I figured this out now, you gotta love rubber ducking...
I did everything right except for ONE thing: I cleared my color to alpha 0.f!
So I wrote:
glClearColor(0.0f, 0.0f, 0.0f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
But I should have written:
glClearColor(0.0f, 0.0f, 0.0f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
With the alpha values set to 0, apparently Android felt the need to blend my rendering in with its own activity background or something, for the first 500 milliseconds or so.
Clearing the alpha to 1.0 immediately fixed my problem!
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Related Issues (20)
- How to use GLFM in a real android project? HOT 2
- Correct layout for notched android devices HOT 4
- Default frame buffer object HOT 1
- Error `The C compiler identification is unknown`.
- Readme improvement suggestions HOT 1
- Android: Fix issue with chrome insets when rotating
- iOS: Add mouse hover support (iPadOS 13.4)
- Using glfm on Android with AIDE app HOT 1
- Keyboard Input HOT 2
- iOS: Add support for GCKeyboard on iOS 14 HOT 1
- Web: Add support for sensors (via Emscripten)
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- how about MacOS HOT 5
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- Glfm
- Support something like UIImpactFeedbackGenerator (Device Vibrations) HOT 4
- Context/Edit Menu Support HOT 2
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- Leave app? HOT 6
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