So my app is currently working great with 1202. I decided to try moving to build 2100 and use the graphicsCompatibility = 1 setting in the config.lua file and see how it would go. Developing on Windows, just installing the new SDK and running the app in the Simulator worked great. No problems other than my use of a scrollView was positioned wrong. I had seen that in the notes, so I made adjustments to fix that, and had that working in short time.
Did a build and copied it to my Android test device - a Samsung Galaxy Tab 10.1 - and the app launched, but nothing displayed. Audio played, and it went from the opening company logo to the menu (which I know because the audio changed), but nothing displayed on the screen. I was using adb logcat Corona:v *:s to see what happened, but no errors of any kind were reported.
Thinking that maybe one of the changes I had made to do the custom scroll bar in the scrollView (and get the scrollView positioning corrected) had broken something, I went back to the version that built and worked fine on the device in build 1202, and tried that with 2100. Same thing. No audio, no errors.
I then tried commenting out the scrollView code to see if it was the issue. But it wasn’t. Finally, I removed everything from my main.lua file other than the function that displays the opening logo. Built and copied that to the device and same thing. No errors, but no display on the Android device.
Anyone else run into something like this?
One other thing that I noticed that was weird was that when I went to uninstall the app in Settings | Applications, the app size was listed as 6.01 MB in all cases, yet on build 1202 (which worked), the app size would be around 47.2 MB. Not sure why that would be since I wasn’t getting errors about images not being found.
I went back to build 1202 and built again, and indeed, the app built and ran fine on the device.
Searched but no one else seemed to be having this issue.
I would like to move to 2100, but can’t move to Graphics 2.0 natively at the moment since I have a lot of setReferencePoint calls. Was hoping that the graphics compatibility mode would actually work and be quick to implement, but doesn’t appear to work for me.
Would appreciate any pointers or suggestions on what might be happening.