I have OpenGL support running on Android, w/ JUCE 4 (I cannot upgrade to 5).
Everything is fine, with the exception of crashing on device orientation change, after a few rotations (usually between 3 and 6). Note: if I use the SW renderer instead, I don’t see the crash.
I believe this has been fixed in JUCE 5, but it’s untenable for me to upgrade. Has anyone solved this on JUCE 4? Specifically, the crash backtrace is:
android/Surface/hook_perform/ANativeWindow
eglCreateWindowSurface
OpenGLContext::CachedImage.runJob
Above that it’s calling a pure virtual function and then crashing.
It’s hard to narrow it down as there were a lot of changes in the Android code between JUCE 4 and 5. If you know roughly where it was fixed then you can run git bisect to track down the specific commit which fixed it.
I’m not even sure that 5 did fix the issue, though it sounds like it has since people have stopped complaining about GL crashes. I was hoping that someone who had worked on this would be able to give a more direct answer.
Due to the lack of responsiveness of the JUCE team, I abandoned JUCE a while ago and though it was a lot of effort to do so, I’m a happier coder now. I wish you luck in finding a solution, but don’t count on the JUCErs to help you out.
TBH I think it’s just that Android issues are generally low priority. My recent experience (which does not include Android issues) has been that the JUCE team have been very responsive.
Right, I know; but I was only using JUCE because of multi-platform support; if they don’t actually support the platforms, it’s much less useful to me. There are (or were) a lot of missing features in the Android port.
So the question is, in this new paradigm of JUCE 6, if there are experienced Android devs that can push the Android part farther, how hard is it to integrated fixes from the community.