I cloned RenderDoc’s repository:
git clone https://github.com/baldurk/renderdoc.git
easily built renderdoc\renderdoc.sln
with MSVC2022 on my home machine, opened my Lines Game built on Windows with OpenGL:

I cloned RenderDoc’s repository:
git clone https://github.com/baldurk/renderdoc.git
easily built renderdoc\renderdoc.sln
with MSVC2022 on my home machine, opened my Lines Game built on Windows with OpenGL:
My Android game crashed on a user’s device at the highlighted line:
GameMovement::GameMovement(GameField& field, CellCoord from, CellCoord to) :
m_field(field),
pBall(m_field.GetCell(from))
{
GameGraph graph(&m_field, from, to);
m_path.reserve(m_field.GetColumnCount() + m_field.GetRowCount());
if (!graph.FindPath(m_path))
{
throw std::runtime_error("Path not found.");
}
if (m_path.size() < 2)
{
throw std::runtime_error("Wrong path.");
}
}
Cloned the repository:
git clone https://github.com/SaschaWillems/Vulkan.git
git submodule init
git submodule update
Updated assets:
python.exe download_assets.py
I downloaded Vulkan SDK and installed Vulkan Hardware Capability Viewer at C:\VulkanSDK\1.3.236.0\Bin\vulkanCapsViewer.exe
:
In CMake Tools extension settings I specified my CMake path:
and built my project with MSVC 2022 first and then switched to MinGW.
On my machine with installed MSVC 2022 it automatically generated configuration file %LocalAppData%/CMakeTools/cmake-tools-kits.json
:
[
{
"name": "Visual Studio Professional 2022 Release - amd64",
"visualStudio": "04bbaecf",
"visualStudioArchitecture": "x64",
"preferredGenerator": {
"name": "Visual Studio 17 2022",
"platform": "x64",
"toolset": "host=x64"
}
},
{
"name": "Visual Studio Professional 2022 Release - amd64_x86",
"visualStudio": "04bbaecf",
"visualStudioArchitecture": "x64",
"preferredGenerator": {
"name": "Visual Studio 17 2022",
"platform": "win32",
"toolset": "host=x64"
}
},
I followed this instruction and configured C/C++ extension as follows:
{
"configurations": [
{
"name": "Win32",
"includePath": [
"${workspaceFolder}/**"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE"
],
"windowsSdkVersion": "10.0.19041.0",
"compilerPath": "D:\\dev\\tools\\x86_64-12.2.0-release-win32-seh-rt_v10-rev0\\mingw64\\bin\\g++.exe",
"cStandard": "c17",
"cppStandard": "c++17",
"intelliSenseMode": "windows-gcc-x64"
}
],
"version": 4
}
Build QT for MacOS separately in Debug and Release configuration:
tar xf qt-everywhere-src-6.4.2.tar.xz
cd ~/build/qt
export MY_QT_SRC_DIR=~/repos/qt-everywhere-src-6.4.2
export MY_MODE=release
#export MY_MODE=debug
export MY_INSTALL_PATH=~/libs/QT6.4/${MY_MODE}/MacOs
${MY_QT_SRC_DIR}/configure -prefix $MY_INSTALL_PATH -c++std c++20 -opensource -confirm-license \
-static -static-runtime -${MY_MODE} -force-debug-info \
-no-openssl -securetransport -DQT_NO_EXCEPTIONS=1 \
-skip qt3d -skip qt5compat -skip qtactiveqt -skip qtcharts -skip qtcoap -skip qtconnectivity \
-skip qtdatavis3d -skip qtdoc -skip qtlottie -skip qtmqtt -skip qtnetworkauth -skip qtopcua \
-skip qtserialport -skip qtpositioning -skip qtquicktimeline -skip qtquick3d -skip qtremoteobjects \
-skip qtscxml -skip qtsensors -skip qtserialbus -skip qtvirtualkeyboard -skip qtwayland \
-skip qtwebchannel -skip qtwebengine -skip qtwebview -skip qtquick3dphysics -skip qtspeech -skip qtlocation \
-skip qthttpserver \
-- -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" \
&& cmake --build . --parallel \
&& cmake --install .
Probably QT “Fusion” is not an appropriate style for Android apps, because its buttons height is not enough: