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i did unity Project to Eclipse.and then i bundle a apk file.but when open the file ,i have same trouble.how should i do?
10-25 09:33:35.726: D/dalvikvm(7261): Trying to load lib /data/app-lib/com.jikai-1/libmain.so 0x429fe5f0 10-25 09:33:35.726: D/dalvikvm(7261): Added shared lib /data/app-lib/com.jikai-1/libmain.so 0x429fe5f0 10-25 09:33:35.996: D/libEGL(7261): loaded /vendor/lib/egl/libEGL_POWERVR_SGX544_115.so 10-25 09:33:36.006: D/libEGL(7261): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX544_115.so 10-25 09:33:36.011: D/libEGL(7261): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX544_115.so 10-25 09:33:36.011: I/(7261): !@IMGSRV: DATE: 2013.10.25(16:28:48) | BUILDER: SamsungMobileGraphics | REVISION: dc1fd04b2bc4691a27ce 10-25 09:33:36.031: E/Unity(7261): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, ⪚lConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list. 10-25 09:33:36.031: E/Unity(7261):
10-25 09:33:36.031: E/Unity(7261): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369) 10-25 09:33:36.031: E/Unity(7261): [EGL] eglChooseConfig(m_EGLDisplay, configAttribs, NULL, 0, ⪚lConfigCount): EGL_BAD_ATTRIBUTE: An unrecognized attribute or attribute value was passed in the attribute list. 10-25 09:33:36.031: E/Unity(7261):
10-25 09:33:36.031: E/Unity(7261): (Filename: ./Runtime/GfxDevice/egl/ConfigEGL.cpp Line: 369) 10-25 09:33:36.076: D/Unity(7261): GL_EXT_debug_marker GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_vertex_half_float GL_OES_texture_float GL_OES_texture_half_float GL_OES_element_index_uint GL_OES_mapbuffer GL_OES_fragment_precision_high GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_required_internalformat GL_OES_depth_texture GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_standard_derivatives GL_OES_vertex_array_object GL_OES_egl_sync GL_OES_texture_npot GL_EXT_discard_framebuffer GL_EXT_blend_minmax GL_EXT_multi_draw_arrays GL_EXT_multisampled_render_to_texture GL_EXT_shader_texture_lod GL_EXT_texture_format_BGRA8888 GL_EXT_occlusion_query_boolean GL_EXT_texture_rg GL_IMG_shader_binary GL_IMG_texture_compression_pvrtc GL_IMG_texture_compression_pvrtc2 GL_IMG_texture_npot GL_IMG_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_program_binary GL_IMG_uniform_buffer_object GL_IMG_multisampled_render_to_texture 10-25 09:33:36.166: W/libc(7261): pthread_create sched_setscheduler call failed: Operation not permitted 10-25 09:33:36.486: D/Unity(7261): #version 100 10-25 09:33:36.486: D/Unity(7261): #extension GL_EXT_frag_depth : enable 10-25 09:33:36.486: D/Unity(7261): precision highp float; 10-25 09:33:36.486: D/Unity(7261): uniform highp vec4 _ProjectionParams; 10-25 09:33:36.486: D/Unity(7261): uniform highp vec4 _ZBufferParams; 10-25 09:33:36.486: D/Unity(7261): uniform highp mat4 unity_CameraToWorld; 10-25 09:33:36.486: D/Unity(7261): uniform highp mat4 _NonJitteredVP; 10-25 09:33:36.486: D/Unity(7261): uniform highp mat4 _PreviousVP; 10-25 09:33:36.486: D/Unity(7261): uniform highp sampler2D _CameraDepthTexture; 10-25 09:33:36.486: D/Unity(7261): varying highp vec2 xlv_TEXCOORD0; 10-25 09:33:36.486: D/Unity(7261): varying highp vec3 xlv_TEXCOORD1; 10-25 09:33:36.486: D/Unity(7261): void main () 10-25 09:33:36.486: D/Unity(7261): { 10-25 09:33:36.486: D/Unity(7261): highp vec4 tmpvar_1; 10-25 09:33:36.486: D/Unity(7261): tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); 10-25 09:33:36.486: D/Unity(7261): mediump vec2 tmpvar_2; 10-25 09:33:36.486: D/Unity(7261): highp vec4 tmpvar_3; 10-25 09:33:36.486: D/Unity(7261): tmpvar_3.w = 1.0; 10-25 09:33:36.486: D/Unity(7261): tmpvar_3.xyz = ((xlv_TEXCOORD1 (_ProjectionParams.z / xlv_TEXCOORD1.z)) (1.0/(( 10-25 09:33:36.486: D/Unity(7261): (_ZBufferParams.x tmpvar_1.x) 10-25 09:33:36.486: D/Unity(7261): + _ZBufferParams.y)))); 10-25 09:33:36.486: D/Unity(7261): highp vec4 tmpvar_4; 10-25 09:33:36.486: D/Unity(7261): tmpvar_4 = (unity_CameraToWorld tmpvar_3); 10-25 09:33:36.486: D/Unity(7261): highp vec4 tmpvar_5; 10-25 09:33:36.486: D/Unity(7261): tmpvar_5 = (_PreviousVP tmpvar_4); 10-25 09:33:36.486: D/Unity(7261): highp vec4 tmpvar_6; 10-25 09:33:36.486: D/Unity(7261): tmpvar_6 = (_NonJitteredVP tmpvar_4); 10-25 09:33:36.486: D/Unity(7261): highp vec2 tmpvar_7; 10-25 09:33:36.486: D/Unity(7261): tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0); 10-25 09:33:36.486: D/Unity(7261): highp vec2 tmpvar_8; 10-25 09:33:36.486: D/Unity(7261): tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0); 10-25 09:33:36.486: D/Unity(7261): tmpvar_2 = (tmpvar_8 - tmpvar_7); 10-25 09:33:36.486: D/Unity(7261): mediump vec4 tmpvar_9; 10-25 09:33:36.486: D/Unity(7261): tmpvar_9.zw = vec2(0.0, 1.0); 10-25 09:33:36.486: D/Unity(7261): tmpvar_9.xy = tmpvar_2; 10-25 09:33:36.486: D/Unity(7261): gl_FragDepthEXT = tmpvar_1.x; 10-25 09:33:36.486: D/Unity(7261): gl_FragData[0] = tmpvar_9; 10-25 09:33:36.486: D/Unity(7261): } 10-25 09:33:36.486: D/Unity(7261): fragment evaluation shader 10-25 09:33:36.491: D/Unity(7261): #version 100 10-25 09:33:36.491: D/Unity(7261): #extension GL_EXT_frag_depth : enable 10-25 09:33:36.491: D/Unity(7261): precision highp float; 10-25 09:33:36.491: D/Unity(7261): uniform highp vec4 _ProjectionParams; 10-25 09:33:36.491: D/Unity(7261): uniform highp vec4 _ZBufferParams; 10-25 09:33:36.491: D/Unity(7261): uniform highp mat4 unity_CameraToWorld; 10-25 09:33:36.491: D/Unity(7261): uniform highp mat4 _NonJitteredVP; 10-25 09:33:36.491: D/Unity(7261): uniform highp mat4 _PreviousVP; 10-25 09:33:36.491: D/Unity(7261): uniform highp sampler2D _CameraDepthTexture; 10-25 09:33:36.491: D/Unity(7261): varying highp vec2 xlv_TEXCOORD0; 10-25 09:33:36.491: D/Unity(7261): varying highp vec3 xlv_TEXCOORD1; 10-25 09:33:36.491: D/Unity(7261): void main () 10-25 09:33:36.491: D/Unity(7261): { 10-25 09:33:36.491: D/Unity(7261): highp vec4 tmpvar_1; 10-25 09:33:36.491: D/Unity(7261): tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); 10-25 09:33:36.491: D/Unity(7261): mediump vec2 tmpvar_2; 10-25 09:33:36.491: D/Unity(7261): highp vec4 tmpvar_3; 10-25 09:33:36.491: D/Unity(7261): tmpvar_3.w = 1.0; 10-25 09:33:36.491: D/Unity(7261): tmpvar_3.xyz = ((xlv_TEXCOORD1 (_ProjectionParams.z / xlv_TEXCOORD1.z)) (1.0/(( 10-25 09:33:36.491: D/Unity(7261): (_ZBufferParams.x tmpvar_1.x) 10-25 09:33:36.491: D/Unity(7261): + _ZBufferParams.y)))); 10-25 09:33:36.491: D/Unity(7261): highp vec4 tmpvar_4; 10-25 09:33:36.491: D/Unity(7261): tmpvar_4 = (unity_CameraToWorld tmpvar_3); 10-25 09:33:36.491: D/Unity(7261): highp vec4 tmpvar_5; 10-25 09:33:36.491: D/Unity(7261): tmpvar_5 = (_PreviousVP tmpvar_4); 10-25 09:33:36.491: D/Unity(7261): highp vec4 tmpvar_6; 10-25 09:33:36.491: D/Unity(7261): tmpvar_6 = (_NonJitteredVP tmpvar_4); 10-25 09:33:36.491: D/Unity(7261): highp vec2 tmpvar_7; 10-25 09:33:36.491: D/Unity(7261): tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0); 10-25 09:33:36.491: D/Unity(7261): highp vec2 tmpvar_8; 10-25 09:33:36.491: D/Unity(7261): tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0); 10-25 09:33:36.491: D/Unity(7261): tmpvar_2 = (tmpvar_8 - tmpvar_7); 10-25 09:33:36.491: D/Unity(7261): mediump vec4 tmpvar_9; 10-25 09:33:36.491: D/Unity(7261): tmpvar_9.zw = vec2(0.0, 1.0); 10-25 09:33:36.491: D/Unity(7261): tmpvar_9.xy = tmpvar_2; 10-25 09:33:36.491: D/Unity(7261): gl_FragDepthEXT = tmpvar_1.x; 10-25 09:33:36.491: D/Unity(7261): gl_FragData[0] = tmpvar_9; 10-25 09:33:36.491: D/Unity(7261): } 10-25 09:33:36.491: D/Unity(7261): fragment evaluation shader 10-25 09:33:36.546: D/Unity(7261): #version 100 10-25 09:33:36.546: D/Unity(7261): precision highp float; 10-25 09:33:36.546: D/Unity(7261): uniform sampler2D _MainTex; 10-25 09:33:36.546: D/Unity(7261): uniform lowp vec4 _Color; 10-25 09:33:36.546: D/Unity(7261): uniform bvec4 unity_MetaFragmentControl; 10-25 09:33:36.546: D/Unity(7261): uniform highp float unity_OneOverOutputBoost; 10-25 09:33:36.546: D/Unity(7261): uniform highp float unity_MaxOutputValue; 10-25 09:33:36.546: D/Unity(7261): uniform highp float unity_UseLinearSpace; 10-25 09:33:36.546: D/Unity(7261): varying highp vec2 xlv_TEXCOORD0; 10-25 09:33:36.546: D/Unity(7261): void main () 10-25 09:33:36.546: D/Unity(7261): { 10-25 09:33:36.546: D/Unity(7261): lowp vec4 tmpvar_1; 10-25 09:33:36.546: D/Unity(7261): mediump vec3 tmpvar_2; 10-25 09:33:36.546: D/Unity(7261): lowp vec3 tmpvar_3; 10-25 09:33:36.546: D/Unity(7261): tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) _Color).xyz; 10-25 09:33:36.546: D/Unity(7261): tmpvar_2 = tmpvar_3; 10-25 09:33:36.546: D/Unity(7261): mediump vec4 res_4; 10-25 09:33:36.546: D/Unity(7261): res_4 = vec4(0.0, 0.0, 0.0, 0.0); 10-25 09:33:36.546: D/Unity(7261): if (unity_MetaFragmentControl.x) { 10-25 09:33:36.546: D/Unity(7261): mediump vec4 tmpvar_5; 10-25 09:33:36.546: D/Unity(7261): tmpvar_5.w = 1.0; 10-25 09:33:36.546: D/Unity(7261): tmpvar_5.xyz = tmpvar_2; 10-25 09:33:36.546: D/Unity(7261): res_4.w = tmpvar_5.w; 10-25 09:33:36.546: D/Unity(7261): highp vec3 tmpvar_6; 10-25 09:33:36.546: D/Unity(7261): tmpvar_6 = clamp (pow (tmpvar_2, vec3(clamp (unity_OneOverOutputBoost, 0.0, 1.0))), vec3(0.0, 0.0, 0.0), vec3(unity_MaxOutputValue)); 10-25 09:33:36.546: D/Unity(7261): res_4.xyz = tmpvar_6; 10-25 09:33:36.546: D/Unity(7261): }; 10-25 09:33:36.546: D/Unity(7261): if (unity_MetaFragmentControl.y) { 10-25 09:33:36.546: D/Unity(7261): mediump vec3 emission_7; 10-25 09:33:36.546: D/Unity(7261): if (bool(unity_UseLinearSpace)) { 10-25 09:33:36.546: D/Unity(7261): emission_7 = vec3(0.0, 0.0, 0.0); 10-25 09:33:36.546: D/Unity(7261): } else { 10-25 09:33:36.546: D/Unity(7261): emission_7 = vec3(0.0, 0.0, 0.0); 10-25 09:33:36.546: D/Unity(7261): }; 10-25 09:33:36.546: D/Unity(7261): mediump vec4 tmpvar_8; 10-25 09:33:36.546: D/Unity(7261): highp vec4 rgbm_9; 10-25 09:33:36.546: D/Unity(7261): highp vec4 tmpvar_10; 10-25 09:33:36.546: D/Unity(7261): tmpvar_10.w = 1.0; 10-25 09:33:36.546: D/Unity(7261): tmpvar_10.xyz = (emission_7 0.01030928); 10-25 09:33:36.546: D/Unity(7261): rgbm_9.xyz = tmpvar_10.xyz; 10-25 09:33:36.546: D/Unity(7261): rgbm_9.w = max (max (tmpvar_10.x, tmpvar_10.y), max (tmpvar_10.z, 0.02)); 10-25 09:33:36.551: D/Unity(7261): rgbm_9.w = (ceil((rgbm_9.w 255.0)) / 255.0); 10-25 09:33:36.551: D/Unity(7261): rgbm_9.w = max (rgbm_9.w, 0.02); 10-25 09:33:36.551: D/Unity(7261): rgbm_9.xyz = (tmpvar_10.xyz / rgbm_9.w); 10-25 09:33:36.551: D/Unity(7261): tmpvar_8 = rgbm_9; 10-25 09:33:36.551: D/Unity(7261): res_4 = tmpvar_8; 10-25 09:33:36.551: D/Unity(7261): }; 10-25 09:33:36.551: D/Unity(7261): tmpvar_1 = res_4; 10-25 09:33:36.551: D/Unity(7261): gl_FragData[0] = tmpvar_1; 10-25 09:33:36.551: D/Unity(7261): } 10-25 09:33:36.551: D/Unity(7261): fragment evaluation shader 10-25 09:33:36.581: D/Unity(7261): #version 100 10-25 09:33:36.581: D/Unity(7261): precision highp float; 10-25 09:33:36.581: D/Unity(7261): uniform sampler2D _MainTex; 10-25 09:33:36.581: D/Unity(7261): uniform lowp vec4 _Color; 10-25 09:33:36.581: D/Unity(7261): uniform bvec4 unity_MetaFragmentControl; 10-25 09:33:36.581: D/Unity(7261): uniform highp float unity_OneOverOutputBoost; 10-25 09:33:36.581: D/Unity(7261): uniform highp float unity_MaxOutputValue; 10-25 09:33:36.581: D/Unity(7261): uniform highp float unity_UseLinearSpace; 10-25 09:33:36.581: D/Unity(7261): varying highp vec2 xlv_TEXCOORD0; 10-25 09:33:36.581: D/Unity(7261): void main () 10-25 09:33:36.581: D/Unity(7261): { 10-25 09:33:36.581: D/Unity(7261): lowp vec4 tmpvar_1; 10-25 09:33:36.581: D/Unity(7261): mediump vec3 tmpvar_2; 10-25 09:33:36.581: D/Unity(7261): lowp vec3 tmpvar_3; 10-25 09:33:36.581: D/Unity(7261): tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) _Color).xyz; 10-25 09:33:36.581: D/Unity(7261): tmpvar_2 = tmpvar_3; 10-25 09:33:36.581: D/Unity(7261): mediump vec4 res_4; 10-25 09:33:36.581: D/Unity(7261): res_4 = vec4(0.0, 0.0, 0.0, 0.0); 10-25 09:33:36.581: D/Unity(7261): if (unity_MetaFragmentControl.x) { 10-25 09:33:36.581: D/Unity(7261): mediump vec4 tmpvar_5; 10-25 09:33:36.581: D/Unity(7261): tmpvar_5.w = 1.0; 10-25 09:33:36.581: D/Unity(7261): tmpvar_5.xyz = tmpvar_2; 10-25 09:33:36.581: D/Unity(7261): res_4.w = tmpvar_5.w; 10-25 09:33:36.581: D/Unity(7261): highp vec3 tmpvar_6; 10-25 09:33:36.581: D/Unity(7261): tmpvar_6 = clamp (pow (tmpvar_2, vec3(clamp (unity_OneOverOutputBoost, 0.0, 1.0))), vec3(0.0, 0.0, 0.0), vec3(unity_MaxOutputValue)); 10-25 09:33:36.581: D/Unity(7261): res_4.xyz = tmpvar_6; 10-25 09:33:36.581: D/Unity(7261): }; 10-25 09:33:36.581: D/Unity(7261): if (unity_MetaFragmentControl.y) { 10-25 09:33:36.581: D/Unity(7261): mediump vec3 emission_7; 10-25 09:33:36.581: D/Unity(7261): if (bool(unity_UseLinearSpace)) { 10-25 09:33:36.581: D/Unity(7261): emission_7 = vec3(0.0, 0.0, 0.0); 10-25 09:33:36.581: D/Unity(7261): } else { 10-25 09:33:36.581: D/Unity(7261): emission_7 = vec3(0.0, 0.0, 0.0); 10-25 09:33:36.586: D/Unity(7261): }; 10-25 09:33:36.586: D/Unity(7261): mediump vec4 tmpvar_8; 10-25 09:33:36.586: D/Unity(7261): highp vec4 rgbm_9; 10-25 09:33:36.586: D/Unity(7261): highp vec4 tmpvar_10; 10-25 09:33:36.586: D/Unity(7261): tmpvar_10.w = 1.0; 10-25 09:33:36.586: D/Unity(7261): tmpvar_10.xyz = (emission_7 0.01030928); 10-25 09:33:36.586: D/Unity(7261): rgbm_9.xyz = tmpvar_10.xyz; 10-25 09:33:36.586: D/Unity(7261): rgbm_9.w = max (max (tmpvar_10.x, tmpvar_10.y), max (tmpvar_10.z, 0.02)); 10-25 09:33:36.586: D/Unity(7261): rgbm_9.w = (ceil((rgbm_9.w 255.0)) / 255.0); 10-25 09:33:36.586: D/Unity(7261): rgbm_9.w = max (rgbm_9.w, 0.02); 10-25 09:33:36.586: D/Unity(7261): rgbm_9.xyz = (tmpvar_10.xyz / rgbm_9.w); 10-25 09:33:36.586: D/Unity(7261): tmpvar_8 = rgbm_9; 10-25 09:33:36.586: D/Unity(7261): res_4 = tmpvar_8; 10-25 09:33:36.586: D/Unity(7261): }; 10-25 09:33:36.586: D/Unity(7261): tmpvar_1 = res_4; 10-25 09:33:36.586: D/Unity(7261): gl_FragData[0] = tmpvar_1; 10-25 09:33:36.586: D/Unity(7261): } 10-25 09:33:36.586: D/Unity(7261): fragment evaluation shader
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