I think godot needs at least OpenGL 2.x. So use `LIBGL_ES=2` to use GLES2.0 backend (because GLES 1.1 is default on Pandora). Also, your wrapper seems super old. It's glshim? Better use gl4es. (the GLES2.0 backend exist only in gl4es, not in glshim).
Also, you may want to build godot for native GLES2.0 instead?
Thanks! I switched from glshim to GL4ES, used LIBGL_ES=2 I get a black window and it cashes:
LIBGL_ES=2 ./godot.x11.opt.32
LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Jan 4 2021 19:41:27
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
LIBGL: Hardware Limited NPOT detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Substract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_multi_draw_arrays detected
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_float detected and used
LIBGL: Extension GL_OES_texture_half_float detected and used
LIBGL: Extension GL_OES_fragment_precision_high detected and used
LIBGL: Max vertex attrib: 8
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Max texture size: 2048
LIBGL: Max Varying Vector: 8
LIBGL: Texture Units: 4/8 (hardware: 4), Max lights: 8, Max planes: 6
LIBGL: Max Color Attachments: 1 / Draw buffers: 1
LIBGL: Hardware vendor is Imagination Technologies
LIBGL: EGLImage to Texture2D supported
LIBGL: EGLImage to RenderBuffer supported
LIBGL: Targeting OpenGL 2.1
LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures
LIBGL: Not trying to batch small subsequent glDrawXXXX
LIBGL: try to use VBO
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/media/mmcblk1p1/zeux/metaa/MetaStrokeTestPandora/2/MetaStrokeTest
Godot Engine v3.2.3.stable.custom_build -
https://godotengine.org
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
OpenGL ES 2.0 Renderer: GL4ES wrapper
OpenGL ES 2.0 Batching: ON
Segmentation fault