Comments (5)
Use https://godoc.org/golang.org/x/mobile/app
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A GL context is not available before app.Main
is called, so I've implemented lazy image processing. This means any image method callings are buffered until app.Main
and actually executed after that. Unfortunately, At
method can't be called until app.Main, which breaks backward compatibility.
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gomobile build
is not practical since this is an one-OpenGL-screen app (what if you want to add an Ad?). Let's go gomobile bind
way.
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6d06b01 gomobile bind
worked now
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OK, now Ebiten works on Android :-)
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Related Issues (20)
- Rare SIGSEGV when polling for inputs HOT 2
- examples/shader: crash on browser HOT 1
- text/v2: improve the rendering quality for small texts
- screenshot file name by `EBITENGINE_SCREENSHOT_KEY` is wrong in the afternoon HOT 1
- text/v2: use multiple font faces as fallbacks HOT 2
- example/windowsize: freeze after deactiveating an Ebitengine game window with `-runnableonunfocused=false`
- internal/shader: kage considers variable unused when it's used for assigning value to array HOT 5
- text/v2: Mongolian scripts are not rendered correctly HOT 1
- Internal log gets dumped in fullscreen mode (entering and leaving) HOT 3
- text/v2: proposal: `NotoFace` using Noto font faces automatically HOT 4
- Wasm not working with librewolf HOT 12
- audio: hiss with 44.1kHz audio HOT 9
- .builds: test is failing HOT 1
- text/v2: enable to specify unicode ranges for MultiFace
- add an option to prevent tearing even when vsync is off on Windows HOT 4
- API to accept and use precompiled shader HOT 5
- crash on macOS 13.6.1 (22G313) on M1 with panic: purego: fn is nil HOT 5
- ebiten: test fails with Go 1.22 on 32bit Windows HOT 2
- an option to specify color space for macOS and iOS HOT 9
- ebiten: add `type GamepadAxis int` for consistency with `GamepadButton` HOT 2
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