{"action":"created","issue":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/1336","repository_url":"https://api.github.com/repos/gonetz/GLideN64","labels_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1336/labels{/name}","comments_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1336/comments","events_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1336/events","html_url":"https://github.com/gonetz/GLideN64/pull/1336","id":203837925,"number":1336,"title":"Get Android building again only for EGL so far.","user":{"login":"fzurita","id":11581687,"avatar_url":"https://avatars.githubusercontent.com/u/11581687?v=3","gravatar_id":"","url":"https://api.github.com/users/fzurita","html_url":"https://github.com/fzurita","followers_url":"https://api.github.com/users/fzurita/followers","following_url":"https://api.github.com/users/fzurita/following{/other_user}","gists_url":"https://api.github.com/users/fzurita/gists{/gist_id}","starred_url":"https://api.github.com/users/fzurita/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fzurita/subscriptions","organizations_url":"https://api.github.com/users/fzurita/orgs","repos_url":"https://api.github.com/users/fzurita/repos","events_url":"https://api.github.com/users/fzurita/events{/privacy}","received_events_url":"https://api.github.com/users/fzurita/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":50,"created_at":"2017-01-28T23:00:48Z","updated_at":"2017-02-01T05:39:33Z","closed_at":"2017-02-01T04:40:25Z","pull_request":{"url":"https://api.github.com/repos/gonetz/GLideN64/pulls/1336","html_url":"https://github.com/gonetz/GLideN64/pull/1336","diff_url":"https://github.com/gonetz/GLideN64/pull/1336.diff","patch_url":"https://github.com/gonetz/GLideN64/pull/1336.patch"},"body":"This relates to https://github.com/gonetz/GLideN64/issues/1335.\r\n\r\nThis compiles, but there are major graphical issues in the Shield TV.\r\n\r\nUnfortunately, there are not GL errors or shader compilation errors that would give me a clue."},"comment":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/comments/276577108","html_url":"https://github.com/gonetz/GLideN64/pull/1336#issuecomment-276577108","issue_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1336","id":276577108,"user":{"login":"gonetz","id":8983092,"avatar_url":"https://avatars.githubusercontent.com/u/8983092?v=3","gravatar_id":"","url":"https://api.github.com/users/gonetz","html_url":"https://github.com/gonetz","followers_url":"https://api.github.com/users/gonetz/followers","following_url":"https://api.github.com/users/gonetz/following{/other_user}","gists_url":"https://api.github.com/users/gonetz/gists{/gist_id}","starred_url":"https://api.github.com/users/gonetz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gonetz/subscriptions","organizations_url":"https://api.github.com/users/gonetz/orgs","repos_url":"https://api.github.com/users/gonetz/repos","events_url":"https://api.github.com/users/gonetz/events{/privacy}","received_events_url":"https://api.github.com/users/gonetz/received_events","type":"User","site_admin":false},"created_at":"2017-02-01T05:39:33Z","updated_at":"2017-02-01T05:39:33Z","body":"I'll fix it later. Let's find, what is wrong with fragment based depth.\r\nYou said, that you got GLError, when you set uniform for renderTarget. What kind of error it was?"}}
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