how to use Tegra Android Development Pack (4.0r1) and run with OpenGLES31 on Shield Tablet(TegraK1)
Hi I've installed TADP(4.0r1) to run with OpenGLES31 on ShiledTablet(TegraK1),
watching this mov(https://www.youtube.com/watch?v=hTfBLEKyrMw)
Ive tried in this order.
-DL UE4 source code.
-Excecuted SetUp.bat, GenerateProjectFiles.bat
-Opened UE4.sln with VS2013 Express
-Build "Development-Editor" "Win64"
-Changed Config/BaseEngine.ini ES2=false, ES31=true.
-Build "Development" "Win64"
-Build "Development" "Android"
-packaging "Android(DXT)" (cant find "Android ES31+AEP" at Android List) and get XXX-armv7-es31.apk files.
-run the apk and get the error GlobalShader.cpp (line:391) "GlobalShaderCache-GL
I have some questions.
-1. Do I have to use Nsight Tegra Visual Studio Edition and VS2013 Proffesional?
-2. At Solution Platform , I cant select "Tegra-Android"(Just only "Android"). is it correct?
-3. In my Editor, I cant find "Android ES31+AEP" at packaging list. Ive failed building Editor?
(but, Project Config - Platform-Android - Build - "Support OpenGL ES31 + AEP" is Checked(also ES2 is unchecked)).
-4. when installing TADP, I have to check android-19 (without Android-21), right?
Thread: Updating to new versions of TADP
-5. >GlobalShader.cpp (line:391) "GlobalShaderCache-GLSL_310_ES_EXT.bin is missing" I cant find this bin file. How to make this file?
1 - Using TADP to get the SDK/NDK/debugger is recommended, and will include the Nsight. You don't need it if you aren't debugging in Visual Studio tho.
2 - Android is what you would see in the drop down when selecting platform.
3 - We've removed ES31+AEP as a target, as that was implying DXT texture format. The new way is just that check box, which can work with any texture format.
4 - The version of TADP that we include with UE4 has the right stuff already selected. You need 19, but 21 shouldn't hurt to have as well.
5 - That is generated during cooking if the check box is fixed. Can you post a log of your packaging?
answered May 20 '15 at 01:08 PM
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