I'm trying to render a model in libgdx - everything runs perfectly on the desktop, but on android force stop on modelBatch.render(poleInstance, environment);
Log:
03-30 16:37:40.317 5249-5249/? E/cutils-trace﹕ Error opening trace file: No such file or directory (2)
03-30 16:37:42.621 5269-5269/? E/cutils-trace﹕ Error opening trace file: No such file or directory (2)
03-30 16:37:46.181 5283-5283/com.badlogic.gdx.tests E/OpenGLRenderer﹕ Getting MAX_TEXTURE_SIZE from GradienCache
03-30 16:37:46.209 5283-5283/com.badlogic.gdx.tests E/OpenGLRenderer﹕ Getting MAX_TEXTURE_SIZE from Caches::initConstraints()
03-30 16:37:46.533 5283-5297/com.badlogic.gdx.tests E/EGL_genymotion﹕ [getAttribValue] Bad attribute idx
03-30 16:37:46.533 5283-5297/com.badlogic.gdx.tests E/EGL_genymotion﹕ tid 5297: eglGetConfigAttrib(605): error 0x3004 (EGL_BAD_ATTRIBUTE)
03-30 16:37:46.533 5283-5297/com.badlogic.gdx.tests E/EGL_genymotion﹕ [getAttribValue] Bad attribute idx
03-30 16:37:46.533 5283-5297/com.badlogic.gdx.tests E/EGL_genymotion﹕ tid 5297: eglGetConfigAttrib(605): error 0x3004 (EGL_BAD_ATTRIBUTE)
03-30 16:37:46.825 5283-5297/com.badlogic.gdx.tests E/AndroidRuntime﹕ FATAL EXCEPTION: GLThread 168
com.badlogic.gdx.utils.GdxRuntimeException: File not found: com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl (Classpath)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:134)
at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:78)
at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:548)
at com.badlogic.gdx.backends.android.AndroidFileHandle.length(AndroidFileHandle.java:167)
at com.badlogic.gdx.files.FileHandle.estimateLength(FileHandle.java:229)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:194)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:187)
at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.getDefaultVertexShader(DefaultShader.java:409)
at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.<init>(DefaultShader.java:504)
at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.<init>(DefaultShader.java:500)
at com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider.createShader(DefaultShaderProvider.java:46)
at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:34)
at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:269)
at com.badlogic.gdx.tests.PathTest.render(PathTest.java:221)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:391)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
03-30 16:37:51.401 5283-5283/com.badlogic.gdx.tests E/AndroidGraphics﹕ waiting for pause synchronization took too long; assuming deadlock and killing
03-30 16:37:51.521 475-517/system_process E/InputDispatcher﹕ channel '528ce2b4 com.badlogic.gdx.tests/com.badlogic.gdx.tests.MainActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
Yes, my question is similar to this, but updating the library didn't helped
And yes, file com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl
in place
My code place here