Comments (3)
From badlogicgames on July 21, 2010 12:56:03
hi,
this is by no means a defect. the system simply tries to load the hardware opengl driver and fails. it then falls back to the software implementation. this is normal for all opengl apps on android and is not related to libgdx in any way
Status: Invalid
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From [email protected] on July 22, 2010 07:45:58
alright, thanks for the quick response
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From [email protected] on December 30, 2011 05:06:36
I also have this problem.
I read the comment of [email protected] but don't know how to resolve this problem.
I think this problem is not installed NDK :|
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Related Issues (20)
- Error with build desktop version HOT 1
- Support for ISO Keyboards HOT 6
- Support for drawable in SelectBox HOT 4
- Use official metal sources HOT 1
- AndroidFragmentApplication dies onPause
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- GWT requests unnecessary microphone permission HOT 5
- Stage.drawDebug does not work in combination with GL3 due to ShapeRenderer shader not being compliant HOT 2
- AndroidPreferences.flush() has no way to enforce synchronous saving HOT 2
- If an animation starts on frame 1 or more, rather than frame 0, AnimationController doesn't animate it properly
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- gdx and gdx.jnigen.loader causes split module issue over package com.badlogic.gdx.utils HOT 6
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- performance: unnecessary window.makeCurrent() in LWJGL3 backend HOT 4
- Add arm64 capabilities to Info.plist.xml HOT 1
- Suggestion to modify code in Sprite.rotate() method in com.badlogic.gdx.graphics.g2d.Sprite package HOT 4
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- GestureDetector / ActorGestureListener depend on absolute amount of touch points HOT 1
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