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Android load .fbx file #202
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It should not. Have you tried another file format (Collada for instance) to assert the issue comes from FBX files? Regards, |
When I try to load my model in collada file format it works. I have my application running great on PC but have this problem on Android. The file size is less than 1mb. Stack trace : D/AsusBrightnessManager( 495): br transform : 175 -> 149 The code to load this model :
Regards |
I think it's a release stack trace. We need a debug stack trace.
That's unlikely. This does nothing or close. Calling Loader::load() on the other hand... You should make sure the effects are loaded before loading anything else. Something like this:
Regards, |
Interestingly, I believe I can confirm this behaviour. What follows is an excerpt from my log, and I believe the issue is caused by the Parser; specifically note that in the memory dump part of the memory reads "Missing texture dependency .....". This doesn't occur on the linux64_debug version and it shouldn't; the textures/ folder contains all the required textures for the file to load.
Strangely enough, for me it also occurs in both fbx files and dae files -- this includes the assimp/ example, which works just fine on linux. Tested on a Samsung GT-N8010. |
Resolve "Add build scripts" Closes aerys#202 See merge request aerys/smartshape-engine!199
Hi, I would like to know if there's an issse with the load of a .fbx model with Minko for Android. I try to load a model and when I call
sceneManager->assets()->loader()->queue(FBX_MODEL_FILENAME);
my application crash.
I use the beta 3 of Minko
Thank you for any answer
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