Hi, I had a look at your code and created an Eclipse project out of it;
(I had to change it quite a bit as you were using absolute storage and other extra stuff that I did not want to have for a quick testing; maybe next time please share code that can be easily compiled using the sample reources, such as the sample videos and textures, otherwise it takes so long....)
Also, I also had to change the target names so to use "chips" and "stones" and the StonesAndChips dataset;
however the changes above are not relevant (i.e. should not affect your issue);
but everything seems to work fine, I can see a nicely textured christmas ball floating (and slowly rotating) above the target, and the video dimensions always look good (matching the target size);
I can presume that the problem might come from the fact that on certain devices there might be some wierd "conflict" when using many different shaders in OpenGL;
what I would suggest to try is the following:
- at the beginning of your _renderFrame function, make sure to reset all the "modelview" matrices to an Identity matrix; you can do this by using the function SampleMath::Matrix44FIdentity(); note: do this only for the "modelview" matrices, NOT for the projection one.
- near the end of your _renderFrame() function, just before the line "SampleUtils::checkGlError("ImageTargets renderFrame");", add the following line of code:
This is a very important one (especially if you are using more than one shaders, like in your case).
The above might fix the problem.