GLBasic forum

Main forum => Bug Reports => Topic started by: MrPlow on 2013-Nov-26

Title: Android GLB v12
Post by: MrPlow on 2013-Nov-26
Hi Gernot,

I am having issues getting my apk running  on my android.

I am using stretchsprite and scaling to screen size.

I noticed my debug cert is not valid but that still allows me to compiler and run my "chess clock app" fine.

The app that wont run on android is a game and gives the message "Application Failure to Load" in both my nexus 7 and bluestacks.

I don't want to publish my full source as this is a commerical program but would appreciate a few hints in the right direction...I am not using polyvector or anything too fancy...

Any ideas on what would cause an App to "Fail to load"??

Title: Re: Android GLB v12
Post by: MrPlow on 2013-Nov-26
also noticed this not sure if relevant or not...

compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-8"
You can use "C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Galaxians\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-8, Android 2.2
Title: Re: Android GLB v12
Post by: MrPlow on 2013-Nov-26
Okay so i updated my %AndroidSDK% using the Set bat file but now...

was told to download "ant" from some webpage...so i did...

Now my error is
...



_______________________________________

compile+link:
running glb_build.bat
Specified ANDROID_TARGET="android-16". Please verify your AndroidManifext.xml, too.



BUILD STAGE 1: Compile and pack RELEASE
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
Updated project.properties
Updated local.properties
Updated file C:\Users\gary\Documents\GL_PROJECTS\GLBasic\GameProj\distribute\Android\build.xml
Added file C:\Users\gary\Documents\GL_PROJECTS\GLBasic\GameProj\distribute\Android\proguard-project.txt
.
BUILD STAGE 2: Build DEBUG and install on device
ANT_HOME is set incorrectly or ant could not be located. Please set ANT_HOME.
finished Android build-script.
Android=C:\Users\gary\Documents\GL_PROJECTS\GLBasic\GameProj\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 14.2 sec. Time: 20:15
Build: 1 succeeded.
Title: Re: Android GLB v12
Post by: MrTAToad on 2013-Nov-27
Are you using the Android Extras ?
Title: Re: Android GLB v12
Post by: MrPlow on 2013-Nov-27
I downloaded them but havent a clue what to do with them, or if they are just for inapp purchases??!!

Are they required for Android compiling?

If i compile with my GLB v 10 or 11 will that work?

I need to get my Android compiling working again ....
:'(
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
To get your android compiling again reinstall GLB12 dude. I made the mistake of trying to tweak the batch files myself and encountered the same problems as yourself. Ian said there was a guide on the forums to change the SDK and API however this was part of the instructions for Android Extras. At the moment I'm a little apprehensive of using AE until all is finalised with GLB.

For example will the Android SDK come bundled, if not then there will likely be instructions from Gernot regarding the native integration of the SDK and API. Using AE now will likely mean there are issues when there's a new GLB12 update, and as everything is so close (guessing) to release then I'm personally gonna hold off I think for a little while.
Title: Re: Android GLB v12
Post by: Ian Price on 2013-Nov-27
Quote from: MrPlow on 2013-Nov-27
I downloaded them but havent a clue what to do with them, or if they are just for inapp purchases??!!

Are they required for Android compiling?

If i compile with my GLB v 10 or 11 will that work?

I need to get my Android compiling working again ....
:'(

Android Extras definitely works with V11.XXX (I'm not using V12 at the moment.

Normal Android commands weren;t working properly on the OUYA with GLBasic's stock Android compilation (eg OUYA controllers weren't working), so Android Extras fixed that, as well as the screen orientation and sound issues and also allows InAppPayments (which I'm working on now, with a LOT of help from SpaceFractal).

AndroidExtras is working brilliantly on the OUYA (I don't have any other actual Android devices to test on, but I suspect it to be the same on those - it's certainly working with BlueStacks (until I press a cursor key then it exits)).

I'd certainly recommend getting your head around Android Extras and taking the time to get it to work. I'm a total doofus with Android and I've managed to get AquaVenture onto the OUYA without any major problems.

SpaceFractal and FiveSprites have done a lot of work on AndroidExtras and IAP for Android - I'm pretty sure they'll ensure that it works with GLB V12 (if it doesn't already).
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-27
the bluestacks issue have been fixed. im have forget to update the gamecontroller java, which im does that very soon. im thinks im fixed that for a week ago. The isssue was a array out of bounce issue (playerid was -1 and tried to uses that on a array). its due some ouya code wich wont implement playerid for other systems.

GL12 Works nice with androidextras and the latest one was with tested v12 in mind.

Today im only uses v12 for both Ios and Android. All major issues with both systems is fixed.

EDIT:
Updated SDLActivity.java (dated 27-11-2013) and GameControllers.java (dated 13-11-2013) to both the sdk upgrade files as well androidextras alone. Those should fixes it.
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Quote from: spacefractal on 2013-Nov-27
GL12 Works nice with androidextras and the latest one was with tested v12 in mind.
Today im only uses v12 for both Ios and Android. All major issues with both systems is fixed.

However.... http://www.glbasic.com/forum/index.php?topic=9166.0 (http://www.glbasic.com/forum/index.php?topic=9166.0) states that it only works with v11 and that rather than have everything all over the forum its being kept in one place now, so if this is not the version, where is it?

Also is there a link as Ian stated for upgrading the SDK too?
Title: Re: Android GLB v12
Post by: Ian Price on 2013-Nov-27
QuoteAlso is there a link as Ian stated for upgrading the SDK too?

Follow the topic here - http://www.glbasic.com/forum/index.php?topic=9166.0

There is a DROPBOX link with the latest updates in it - https://dl.dropboxusercontent.com/u/3236515/GreedyMouse/AndroidExtras.zip

:)

Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Thanks Ian.
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Right I've copied over the files into my version 11 GLB folder all went well however the AndroidSample.gbap doesn't even compile, not what I call a useful start, any ideas there Ian? :-/
Title: Re: Android GLB v12
Post by: Ian Price on 2013-Nov-27
Ummm... No idea. Are you trying this on an OUYA? I think that demo was specifically for that (although I'm not too sure, as I don't have any other Android devices to test it on). Have you ensured that you've got all the appropriate icons in the proper folders - that can cause non-compilation issues. Do you get any error messages?

It definitely worked when I tried it (I know that's a really awful statement), but without any messages I can only hazard a guess or two.
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
I downloaded the big file with the Android Extras and SDK just downloading the 1.5.2 on its own now to see if the project works on its own as a seperate download. Its so confusing the way the downloads are not organised, arrrgh lol

Get this simply trying to make a Win32 build to start with.

Code (glbasic) Select

_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:4ebaa1d3 - 3D, NET
Wordcount:420 commands
compiling:

linking:
gpc_temp1.o:gpc_temp1.cpp:(.text+0x5e): undefined reference to `_android_JAVACALL'
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 1.8 sec. Time: 20:29
Build: 0 succeeded.
*** 1 FAILED ***


And for Android I get this

Code (glbasic) Select

_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:4ebaa1d3 - 3D, NET
Wordcount:420 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-14"
You can use "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-14, Android 4.0



.
BUILD STAGE 1: Create Icons for various size
'AndroidIcons.exe' is not recognized as an internal or external command,
operable program or batch file.
BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
Updated and renamed default.properties to project.properties
Updated local.properties
Added file C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\build.xml
Added file C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
   [subant] No sub-builds to iterate on

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1

Total time: 3 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1

Total time: 3 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android"
.
Android=C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 9.9 sec. Time: 20:32
Build: 1 succeeded.



This is using the separately downloaded AndroidExtras Sample and the Include SDK AndroidExtras Sample also. Same issue with both. All I did was try it after extracting????? Any Ideas?
Title: Re: Android GLB v12
Post by: Ian Price on 2013-Nov-27
Yes - the sample (and no AndroidExtras specific code) will not compile for Windows. That's a standard error. It is a tad annoying, as I can't add things, test on Windows and then compile for Android. I have to compile for Windows shunt it over to the OUYA (or BlueStacks if it's open).

Have you tried compiling for Android?
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Yes check the output in the previous post as well ;)
Title: Re: Android GLB v12
Post by: Ian Price on 2013-Nov-27
Quote from: spicypixel on 2013-Nov-27
Yes check the output in the previous post as well ;)
Ahh, but you were editing while I was typing my response. That wasn't there when I started answering. ;)
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-27
You diddent say which compile error it is. Property it's a manifest issue, so try delete the android folder from the distribution any try again.

Edit:

Make sure to compile to android, not windows. That error happens due ANDRIOD variable have been defined. windows dosent like that.

And for android issue, it's properly due a old androidmanifest.xml issue. Try delete the whole android folder from distribution folder and try again.
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Quote from: spacefractal on 2013-Nov-27
You diddent say which compile error it is. Property it's a manifest issue, so try delete the android folder from the distribution any try again.

Edit:

Make sure to compile to android, not windows. That error happens due ANDRIOD variable have been defined. windows dosent like that.

Deleted the Android folder pressed the Trash Icon and now I have this...

Code (glbasic) Select


_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:4ebaa1d3 - 3D, NET
Wordcount:420 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-14"
You can use "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-14, Android 4.0



.
BUILD STAGE 1: Create Icons for various size
'AndroidIcons.exe' is not recognized as an internal or external command,
operable program or batch file.
BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
Updated and renamed default.properties to project.properties
Updated local.properties
Added file C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\build.xml
Added file C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
   [subant] No sub-builds to iterate on

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1

Total time: 3 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1

Total time: 3 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android"
.
Android=C:\Users\Snoop\Desktop\Android Extras\AndroidExtras\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 9.9 sec. Time: 20:48
Build: 1 succeeded.


This is what I get when Compiling :-/
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
However...... My old AndroidExtras project does compile (with the new AE being used) ???????????
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-27
Do you uses v11 or v12? I'm have only tested for v12.

Also it's seen you have not updated the glbasic correctly. Androidicons.exe is missing, which fixed tablet icons issue.

Howover not home yet to checks anything....
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Ok got it to compile, I deleted the androidicon.png from the folder and all was good, this was mentioned to me before now I think about it, but why include it in the zip knowing it will cause problems, that just doesn't make sense. Or am I missing something?
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-27
Quote from: spacefractal on 2013-Nov-27
Do you uses v11 or v12? I'm have only tested for v12.

Also it's seen you have not updated the glbasic correctly. Androidicons.exe is missing, which fixed tablet icons issue.

Howover not home yet to checks anything....

I'm using GLB11 and like I say I managed to get it to compile, need to test now, but in reply to your question the Androidicons.exe along with the blitzmax files are in the bin folder already.
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-27
Please do more patient, when there is bugs. there can stil been some few issues left (like ian found in the inapp). Im will fix those in the next releases.

in glb_build.bat, the line:
AndroidIcons.exe" "|%GLB_PROJ_PATH%|"

should changes to:
"%HERE%\AndroidIcons.exe" "|%GLB_PROJ_PATH%|"

Then AndroidIcons.exe should start correctly and create tablet icons from ther icon.png or icon128.png (so the app is can been "designed for tables"). This is all the exe does and included the source code for it (im perfer blitzmax to write small tools like this).


About androidicon.png:
im thinks its a issue in glbasic v10, which glbasic create those icons? Those was also auto created as im remember. Howover in v12 its does compile fine, even that icon might exists,. That property why im diddent notice that bug.

PS. Im guess this thread accicently have been hijacked and just been clean up to split up the AndroidExtras issues?
Title: Android GLB v12
Post by: MrPlow on 2013-Nov-28
Thanks spacefractal!!!
Title: Re: Android GLB v12
Post by: MrPlow on 2013-Nov-28
Sorry for this hassle ... but couldnt find what you meant in the glb bat file

Code (glbasic) Select
@ECHO OFF
ECHO running glb_build.bat
:: install Android SDK, Android NDK
:: install JDK

set HERE=%~dp0

:: set JAVA_HOME=C:\Program Files (x86)\Java\jdk1.6.0_24

IF "%JAVA_HOME%"=="" (
  ECHO please set environment variable JAVA_HOME=C:\Program Files ^(x86^)\Java\jdk1.xx...
  GOTO EOF
)

set ANDROID_TARGET=android-8

:: use !var! within if ( here ) - otherwise if var has () inside, everything breaks
setlocal enabledelayedexpansion

IF EXIST "%GLB_PROJ_PATH%\glb_android_build.bat" (
  CALL "!GLB_PROJ_PATH!\glb_android_build.bat"
  ECHO Specified ANDROID_TARGET="!ANDROID_TARGET!". Please verify your AndroidManifext.xml, too.
) ELSE (
  ECHO Using ANDROID_TARGET="!ANDROID_TARGET!"
  ECHO You can use "!GLB_PROJ_PATH!\glb_android_build.bat" to change the API level and SDK path.
)

IF "%ANDROIDSDK%"=="" (
  ECHO %%ANDROIDSDK%% not set. Using GLBasic's default target-8, Android 2.2
  set ANDROIDSDK=!HERE!..\android-sdk-windows
)
IF NOT EXIST "%ANDROIDSDK%\tools\android.bat" (
  ECHO "please set environment variable ANDROIDSDK=..."
  ECHO so I can find "%%ANDROIDSDK%%\tools\android.bat"
  GOTO EOF
)


if not exist "%ANDROIDSDK%\tools\ant\bin\ant.bat" (
  ECHO "%%ANDROIDSDK%%\tools\ant\bin\ant.bat" does not exist.
  ECHO go, get it from http://ant.apache.org/bindownload.cgi
  GOTO EOF
)
set PATH=%JAVA_HOME%\bin;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem

:: GLB_PROJ_PATH=C:\Users\GF\Documents\GLBasic\_support\distribute\Android
::  --silent

ECHO.
ECHO.
ECHO.


ECHO BUILD STAGE 1: Compile and pack RELEASE
call "%ANDROIDSDK%\tools\android.bat" update project --name "glbasic" --path "%GLB_PROJ_PATH%" --target "%ANDROID_TARGET%"
cd /D "%GLB_PROJ_PATH%"

:: remove errors if low on heap memory
set _JAVA_OPTIONS=-Xms256m -Xmx512m


call "%ANDROIDSDK%\tools\ant\bin\ant.bat" release -q > NUL

ECHO .
ECHO BUILD STAGE 2: Build DEBUG and install on device
:: install (debug?)
call "%ANDROIDSDK%\tools\ant\bin\ant.bat" debug install -q

ECHO finished Android build-script.
Title: Re: Android GLB v12
Post by: spicypixel on 2013-Nov-29
When you copy the files over from the zip into you GLB Program Files directory it will overwrite the glb_build.bat, check that you have copied everything over correctly buddy.
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-29
you should not delete the Whole folder, but more replace the files from the 3 folders inside the compiler/Android. If you did deleted Android folder first, then you might need to reinstall glbasic v12. glbasic uses glb_build to build the apk files as well icons.
Title: Re: Android GLB v12
Post by: MrPlow on 2013-Nov-29
Did nt delete anything just copied over and selected overwrite all...
so is my build bat file incorrect or incomplete?

Also I did a debug on my program and first thing it says is Error 3 - is that something I can ignore or rule out?
Title: Re: Android GLB v12
Post by: spacefractal on 2013-Nov-29
its mightbeen inkomplete. im look on tjhat tomorrow.

its should look like this:

Code (glbasic) Select

@ECHO OFF
ECHO running glb_build.bat
:: install Android SDK, Android NDK
:: install JDK

set HERE=%~dp0
set DEF=%~p0

:: set JAVA_HOME=C:\Program Files (x86)\Java\jdk1.6.0_24

IF "%JAVA_HOME%"=="" (
  ECHO please set environment variable JAVA_HOME=C:\Program Files ^(x86^)\Java\jdk1.xx...
  GOTO EOF
)

set ANDROID_TARGET=android-14

:: use !var! within if ( here ) - otherwise if var has () inside, everything breaks
setlocal enabledelayedexpansion

IF EXIST "%GLB_PROJ_PATH%\glb_android_build.bat" (
  CALL "!GLB_PROJ_PATH!\glb_android_build.bat"
  ECHO Specified ANDROID_TARGET="!ANDROID_TARGET!". Please verify your AndroidManifext.xml, too.
) ELSE (
  ECHO Using ANDROID_TARGET="!ANDROID_TARGET!"
  ECHO You can use "!GLB_PROJ_PATH!\glb_android_build.bat" to change the API level and SDK path.
)

IF "%ANDROIDSDK%"=="" (
  ECHO %%ANDROIDSDK%% not set. Using GLBasic's default target-14, Android 4.0
  set ANDROIDSDK=!HERE!..\android-sdk-windows
)
IF NOT EXIST "%ANDROIDSDK%\tools\android.bat" (
  ECHO "please set environment variable ANDROIDSDK=..."
  ECHO so I can find "%%ANDROIDSDK%%\tools\android.bat"
  GOTO EOF
)


if not exist "%ANDROIDSDK%\tools\ant\bin\ant.bat" (
  ECHO "%%ANDROIDSDK%%\tools\ant\bin\ant.bat" does not exist.
  ECHO go, get it from http://ant.apache.org/bindownload.cgi
  GOTO EOF
)
set PATH=%JAVA_HOME%\bin;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem

:: GLB_PROJ_PATH=C:\Users\GF\Documents\GLBasic\_support\distribute\Android
::  --silent

ECHO.
ECHO.
ECHO.

ECHO .
ECHO BUILD STAGE 1: Create Icons for various size
"%HERE%\AndroidIcons.exe" "|%GLB_PROJ_PATH%|"

ECHO BUILD STAGE 2: Start compiler (android.bat)
ECHO %ANDROIDSDK%
call "%ANDROIDSDK%\tools\android.bat" update project --name "glbasic" --path "%GLB_PROJ_PATH%" --target "%ANDROID_TARGET%" --subprojects
cd /D "%GLB_PROJ_PATH%"

ECHO .
ECHO BUILD STAGE 3: Build a debug build
call "%ANDROIDSDK%\tools\ant\bin\ant.bat" debug -q

ECHO .
ECHO BUILD STAGE 4: Build a release build
set _JAVA_OPTIONS=-Xms256m -Xmx512m
call "%ANDROIDSDK%\tools\ant\bin\ant.bat" release -q

ECHO .
ECHO HOW TO INSTALL? Install by invoke this command:
ECHO "%ANDROIDSDK%\platform-tools\adb.exe" install -r "%GLB_PROJ_PATH%/bin/glbasic-debug.apk"

ECHO .
ECHO HOW TO SIGN? Sign it by invoke this command:
ECHO "%HERE%glb_code_sign.bat" "%GLB_PROJ_PATH%"
ECHO .
Title: Re: Android GLB v12
Post by: MrPlow on 2013-Dec-01
All is right again in the world ... I started a whole new project and copied all over to it...that one compiled a charm!!

Thks Guys!