In my android OpenGL ES project i recently had an error in my shader code, which apparently caused a "Fatal signal 11 (SIGSEGV)" in the OpenGL Thread here:
GLES32.glCompileShader(glShaderHandle);
I resolved the error and it works fine again but I had a hard time finding out where that error came from. Of course I try to "catch" shader errors like this:
GLES32.glGetShaderiv(glShaderHandle, GLES32.GL_COMPILE_STATUS, result, 0);
But in the case of the SIGSEGV error, the java code didn't even get to that point. Also trying to catch the error with try/catch didn't work. The app crashes anyway. I guess the error happens in native c code.
Is there a way to handle errors like this from java code to keep the app from crashing?