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Android export uses Vulkan even when gl_compatibility selected #68048
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I can confirm this issue on beta4 with same error. Project actually works with Vulkan driver in my device. Even if Godot is trying to run with Vulkan instead of OpenGL, it should not throw that error but then again, maybe project is modified for OpenGL but expecting Vulkan driver? |
After beta5 came out, i checked and can confirm that this issue still persists. |
I can confirm the issue, tested with a build from the current Given the bug in #67034 I checked if the other usage of godot/platform/android/java/lib/src/org/godotengine/godot/Godot.java Lines 277 to 282 in 0b27173
So the problem must be with the init in |
The problem is in display_server_android. When the display server is created it forces the rendering driver to "vulkan" regardless of what was selected. This is in place because OpenGL initialization hasn't been implemented for Android yet. |
Should be fixed by #69355 |
Godot version
4.0 beta 3
System information
Xubuntu 22.04 for editing, LineageOS 14.1 for testing
Issue description
Hello
When exporting to Android using Godot 4.0 beta 3 official build, I have selected Rendering Method.mobile to be gl_compatibility but after installing on a phone that doesn't support Vulcan, an error message comes up when I run on the phone saying "Unable to initialize Video driver. Your video card driver does not support any of the supported Vulcan versions.".
By contrast, when exporting for Linux if gl_compatibility is selected it does seem to run on opengl rather than Vulcan.
Many thanks for your help
Steps to reproduce
With any project, choose gl_compatibility as renderer in project options under mobile then export for Android.
Minimal reproduction project
No response
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