Extremely simple. I'm not sure if it is allowed or not. But when I have a global sf::Shader object defined somewhere in the code, the Android version of SFML crashes during startup somewhere in the SFML-Window code (backtrace is sadly useless in this case, so took me quite a while to track down)
Example is simple, just modify the android example code do this:
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
sf::Shader test_shader;
int main(int argc, char *argv[])
{
return 0;
}
(Tested on a S3 phone, which runs the example fine)