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Thread: Know Issues

  1. #1
    (Retired) Nokia Developer Admin.
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    Know Issues

    Use this thread to post know issues regarding Media (graphics and sounds)

  2. #2
    (Retired) Nokia Developer Admin.
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    Open GL applications not working in Terminal

    To fix the problem of applications compiled with the OpenGL ES 1.1 plug-in not working in the terminal, do the following steps:

    1. Go to the epoc32\release\armv5\lib\ -directory under the SDK installation (typically C:\Symbian\9.1\S60_3rd\Epoc32\release\armv5\lib\) .

    2. Copy the file libGLES_CM.dso over the file libgles_cm{000a0000}.dso.
    3. Copy the file libGLES_CM.lib over the file libgles_cm{000a0000}.lib.

    Now rebuilding your applications should make them work for the terminal.

  3. #3
    Registered User
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    Dec 2007
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    small error in S60 Platform Camera Example with AutoFocus Support v2.1

    I am new to symbian development, and spent a little while getting this example to build correctly. Hoping to help someone out here.

    In the release notes for S60 Platform Camera Example with AutoFocus Support v2.1, the final instruction to build the sis file is "makesis CameraApp_s60_3rd_ed.pkg", but there is an error in the .pkg file.

    line18:
    "..\..\..\Epoc32\release\armv5\urel\CameraApp.exe"

    should be changed to:
    "..\..\..\Epoc32\release\gcce\urel\CameraApp.exe"

    All the compiling targets are set to gcce, not armv5, so the final target needs to be the same.

    Thanks for the great example, tho - helped out alot.

  4. #4
    Nokia Developer Expert
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    68

    Re: Know Issues

    There seems to be many posts on this same subject, so I add this here.

    IF you are having depth buffer problems in OpenGL ES, please make sure that you have the following in place in your EGL configuration selection (as per spec):

    EGL_DEPTH_SIZE, <required depth buffer bit amount>

    Typically EGL_DEPTH_SIZE, 16 is enough.

    IF you are having problems of getting your textures to show, please make sure that:

    1. your texture is power-of-two in both dimensions (e.g., 128x64), width
    and height can be different, but they must both be power of two

    2. IF you have enabled mipmapped filtering modes
    (GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR,
    GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR), make sure that
    your texture is complete as defined in OpenGL ES specification under
    "texture completeness". All of the mipmap levels should be specified
    and be of correct sizes (e.g., 128x64, 64x32, 32x16, 16x8, 8x4, 4x2,
    2x1, 1x1) and all levels should be specified with the same format.

    3. texturing is enabled via glEnable( GL_TEXTURE_2D )

    4. texture coord array is enabled via glEnableClientState( )

    5. texture matrix is set to something (may be identity)

    6. texture coord array is specified with glTexCoordPointer( ) and your
    format specification in glTexCoordPointer( ) matches the data AND that
    it is a supported texture coordinate format (e.g., GL_UNSIGNED_BYTE is
    not supported, but GL_BYTE is)

    7. check the error codes between each gl call with glGetError( ) to see
    if any of the GL calls return errors

    Jani Vaarala
    Graphics Architect
    Nokia

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