Comments (11)
I think we should check extension to do it.
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Do you have a demo to reproduce it?
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just enable PostProcess for your project and on this specific Android device you will not see anything on the screen. In any case, I created an example for you: pp_bug.zip
I could help with testing, if it will be required.
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Have you tried on other Android devices? I don't have the specific Android device.
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no problems on other Android devices that I have
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The issue seems caused by it
E/Cocos: 21:47:46 [ERROR]: [SE_ERROR] (C:/ProgramData/cocos/editors/Creator/3.8.3/resources/resources/3d/engine/native/cocos/bindings/manual/jsb_global.cpp, 1370): wrong number of arguments: 0, was expecting 1
Could you please print the javascript call stack by invoking ScriptEngine::getInstance()->getCurrentStackTrace()
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Doesn't look like it, something wrong with GLES setup itself. Texture cannot be created:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_OES, 800, 480, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, nullptr)
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This line causes the issue:
And it must be:
case Format::DEPTH_STENCIL: return GL_DEPTH_STENCIL_OES;
Since GL_DEPTH24_STENCIL8_OES
is not supported on some devices with GLES2.0 backend (see Usage Example section). Could you make a PR? Or I could do this.
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@Skroopa thanks a lot. We can make a PR if it is not convenient for you to do it.
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yes please, create the PR.
NOTE: PostProcess doesn't work still, but this fix will help only with 0x501, 0x506 GL errors on texture creation.
from cocos-engine.
This line causes the issue:
And it must be:
case Format::DEPTH_STENCIL: return GL_DEPTH_STENCIL_OES;
Since
GL_DEPTH24_STENCIL8_OES
is not supported on some devices with GLES2.0 backend (see Usage Example section). Could you make a PR? Or I could do this.
As less bit will have less precision. So i am not sure if it is a good idea to modify it for all android devices.
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