I have an OpenGL ES 2 code base that runs on iOS, Android, and on PC via the PowerVR emulation libraries.
When I run this code on an LG Optimus G LGE971, I see black art
I think maybe Lighting Calculation in shader code was wrong by mistake.
That looks like only using Ambient light without diffuse & specular.
also I want you to check whether you converted the texture from BGRA to RGBA.
The issue has been fixed. I fixed the issue by using
glTexImage2D()
with NULL for the buffer when I set up my mipmap levels, and then using
glTexSubImage2D()
when uploading the texture data into each level.