1) I would check every GL call's error code after you run it to make sure nothing is reporting an error. If the shader is compiling chances are good that it's okay (there are exceptions).

2) Different devices handle texture unit mappings in different ways. I've had problems binding a texture to a unit and leaving it there. I found that re-binding the texture unit every time I use the shader seems to be portable, if not particularly desirable. Having said that, I haven't found a way to get my own app to run on the PowerVR chips...so...who knows.

3) Check that your really giving it the texture format that you think you are. I remember having problems with the SGS 2 because some textures needed to be bound as 565 instead of unsigned byte.

The bad news is that there's really no repository of knowledge for this stuff. You just have to slog through it by yourself or buy an engine that has done it for you. Unfortunate, and unhealthy for Android, but that's just the way it is with Android OpenGL. Fragmentation at its most diabolical.

On 12/26/2011 10:33 AM, Michael wrote:
Perhaps I should give more information about what the app is doing.
It uses a single 1024*1024 texture with type GL_UNSIGNED_BYTE.  It
runs a shader on the texture to perform a palette-shifting animation.
The shader compiles without errors, even on the devices where the app
doesn't work.

On Dec 25, 8:47 pm, Christopher Van Kirk
<[email protected]>  wrote:
There are many, many differences between devices when it comes to OpenGL
ES 2.0 rendering. It's a profound problem, actually, because it more or
less demands that you either buy each kind of device for testing (and
there are 600+ devices), or buy graphics engine from someone else who
has...neither of which are particularly palatable options from an
expense perspective because the value of the app is likely to be far
less than the cost of the tool or devices needed to test it.

On 12/26/2011 9:34 AM, Michael wrote:







I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
S2, but only displays a black screen on the Nexus One and HTC Desire.
The logs report no errors.  Are there known differences between the
Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
devices?

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