![]() W/Qt ( 522): scenegraph\coreapi\qsgmaterial.cpp:370 (virtual void QSGMaterialShader::compile()): "" ![]() W/Qt ( 522): scenegraph\coreapi\qsgmaterial.cpp:369 (virtual void QSGMaterialShader::compile()): QSGMaterialShader: Shader compilation failed: ![]() W/Qt ( 522): opengl\qopenglshaderprogram.cpp:322 (bool QOpenGLShaderPrivate::compile(QOpenGLShader*)): QOpenGLShader::compile(Fragment): failed W/Qt ( 522): opengl\qopenglshaderprogram.cpp:322 (bool QOpenGLShaderPrivate::compile(QOpenGLShader*)): QOpenGLShader::compile(Vertex): failed ![]() W/Qt ( 533): scenegraph\qsgcontext.cpp:434 (virtual void QSGRenderContext::initialize(QOpenGLContext*)): QSGContext::initialize: stencil buffer support missing, expect rendering errors W/Qt ( 533): scenegraph\qsgcontext.cpp:432 (virtual void QSGRenderContext::initialize(QOpenGLContext*)): QSGContext::initialize: depth buffer support missing, expect rendering errors W/Qt ( 533): eglconvenience\qeglconvenience.cpp:314 (void* QEglConfigChooser::chooseConfig()): Cant find EGLConfig, returning null config However, I've encountered these errors while deploying: Is the device you are deploying to ARMv7 compatible? If not then you have to use the generic ARM architecture toolchain.
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