Ashley's Recent Forum Activity

  • Please file a bug following all the guidelines. If you don't want to share the project send it to ashleyhpl@scirra.com and I'll take a look.

  • If you make all the layers transparent then the canvas will have transparent areas that can show elements beneath it.

  • It's not currently supported in the offline editor. You can save your project as a .c3p and keep working in the browser version though.

  • The main reason is the forum is perpetually receiving a colossal amount of spam and the moderation process allows us to block almost all the spam posts from actually reaching the forum.

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  • Thanks. So as things stand:

    Broken

    • Honor 9 Lite: Mali-T830 MP2
    • Alcatel A5 LED: Mali-T720MP3
    • LG K10 (2017): Mali-T860MP2
    • Samsung Galaxy Tab S2 (SM-T710): Mali-T760 MP6

    Working

    • OnePlus 5T: Adreno 540
    • Oneplus 6: Adreno 630
    • Motorola G6: Adreno 506
    • Pixel 3: Adreno 630

    The Mali theory is looking good. Can someone make a minimal project that demonstrates the problem on a Mali device?

    (edited to add new device results)

  • Crosswalk was retired 2 years ago. The Intel XDK build service was retired over a year ago too.

  • TheScythe - do you have a specific model number to identify the variant of the K10? I looked up the stats and the GPU it uses depends on the variant (which presumably depends on the market region).

    So judging by the information in this thread and looking up device GPUs on gsmarena, we have results something like this:

    Honor 9 Lite: Mali-T830 MP2 - broken

    Alcatel A5 LED: Mali-T720MP3 - broken

    OnePlus 5T: Adreno 540 - working

    LG K10 (2016): Adreno 306 - K420N; Mali-T720MP3 - K430DS, K430DSF, K430DSY

    LG K10 (2017): Mali-T860MP2

    At least one of the K10 variants above broken

    It's not a lot of data to go on, but it would make sense if this is a GPU driver bug in Mali GPUs affecting OpenGL ES 3 (WebGL 2). The more devices we can test and get results on, the better. So if anyone else can test on additional devices and let us know if it works or not, that would be helpful. Then we can look up the specs and see if there's a correlation with the GPU.

    We have data indicating ~50% of Android devices use Mali GPUs, so blacklisting anything with "Mali" in the GPU name from using WebGL 2 would have a high impact. I think the best approach would be if someone can produce the most minimal project possible that demonstrates the issue and then file a bug with Google with our device testing results and see if they can get to the bottom of it.

    For the record I edited the thread title to better reflect what we're trying to do here.

  • Hmm, it's a shame but the only thing I can think to do is disable WebGL 2 in Cordova apps on Android (again). Previously we had WebGL 2 always disabled on Android (including in web exports), but I don't think there have been any reports of issues in browsers, only Cordova (i.e. Android webview). So at least we could narrow down the WebGL 2 disabled to only affecting Cordova instead of all Android. But I can't see any way we can narrow this down any more - I thought it might only affect specific plugins (particularly admob), but that seems not to be the case, and I really don't want us to have to maintain our own WebGL 2 device blacklist, so I think that's the best we can do...

    I can't see anything that would meaningfully change the Android Webview WebGL 2 support in the long term either, so this may become effectively a permanent workaround. I guess we could try again in say a year, and hope drivers have been updated (when Android famously never gets updated); or if Chrome ever moves to a Vulkan-backed WebGL 2 implementation we could try again with that.

  • Please file a bug report following all the guidelines - we need all that information to be able to help.

  • Does it work OK if you remove Mobile Advert?

  • boulerzzz - does the project use Mobile Advert (admob ads)?

  • To be able to diagnose this problem it's very important to have comprehensive information: the device model, device manufacturer, Android version, and the type of export (Cordova or web) are all essential. Without this we can only guess what to do about this.

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Ashley

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