Thank you. That gives me a clearer idea of the issue.
For debug materials, jme3-bullet uses “Unshaded.j3md” with setWireframe(true), whereas Minie uses “wireframe.j3md”, which contains
I expected that to have the same visual effect, and on desktop it does, but apparently not on Android. I’ve committed a quick-and-dirty workaround for you to test. Please rebuild MInie using the latest commit:
git checkout -b test4 56a1ca62
./gradlew clean build
I’m surprised that the z-fighting only happens on Minie; I’ll think about why that might be different between Minie and jme3-bullet.
However, both behaviors point to a bug in the underlying code (jme3-core or OpenGL or …) since the default debug visualization is supposed to be wireframe, not solid. I’m running low on ideas how to work around that bug.
Does anybody know of wireframe materials that work on Android?
I donot know if this topic of testing Minie 3.0.0+debug is still valid or not , but i was testing it on Emulators & it works fine , but on physical device , it works the first 2 days , but its now disabling the apk from being installed on my physical device , i have tried Minie 2.0.1+debug also on a separate non jme blank android project & it didnot work either , when removing Minie implementation , the apk is installed successfully ! my gradle version is gradle:4.0.2
1-I think Using invalid package names like Minie-m or Minie m (a space) could potentiates for this
2- I have tried Minie3.0.0 & it’s debug version & the same results , they were working at the first 2 days , then I got a problem in Gradle cache called , cannot open zip file , so I have deleted Gradle/wrapper/dists & redownloaded it which fixed the **cannot open zip file problem ** but Minie stops working from that point inspite of android apps are working !!
@sgold okay , after a couple of tests & comparasions with the basic-android-template gradle & my gradle , i have found that i have changed the minSdkVersion from API LEVEL 16(Android JellyBean) to 30(ANdroid Nougat) for purposes of androidx developement , so when i switched them back , the apk is installed successfully ,the same thing implied on debug & non-debug, Do you use something that relies on Android JellyBean , EDIT & if so , it should work normally on min higher versions too?
@sgold yes that might be true , Android Studio uses the same version for complieSDKVersion & targetSDKVersion & usually the targetSDKVersion must be API LEVEL 29 which is android10 or higher , in case of mine its API LEVEL 30 which is androidR since we have passed Nov2,2020 - this doesnot relate to android or jme independant developement but its for publishing on Gplay through Gplay Console for the first place , & to apply secuirty rules
Currently testing Minie on Android this way wonot be very accurate on Emulators , due to the reason that Android Roms & Aspect Ratios differs dramatically plus you cannot fully test something on a debug apk , so its best to test that on a release on GPlay Console & google play
I am working on Android game that’s Something like Pysonix Rocket League , i am using MinieV3 but till now i think if i finished it , i cannot release it on GPlay with min API LEVEL 16 becuase you know noOne cares about dirty JellyBean & there would be UnHandleable problems due to depracations & using high features , but anyway if you fixed the current problem , i will release the app On GPlay , i have an acc already , & follow that game analytics/errors/crashes/reports/etc on Gplay Console, & give a REAL LIVE TRY for Minie & JMe Android