@robert, i'd be more than willing to contribute to such a best practices/common pitfalls site for opengl and game development on android. I will also send you the code for the racer, boiled down to just rendering the racer itself so you can see and test the effect. In light racer 3d this effect is not noticeable, the same is true for first person games like toon warz. I'll check out light racer 2d. Expect an email soon :)
@mrchaz you can detect on which device you are running by checking via the android.os.build.Build.Model String (writing this from the top of my head, just google for android build). I use the SimpleEglConfigChoser and don't react on specific devices apart for blur/dext/samsung behold 2 which seem to share a common bug. They report the VBO extension but throw errors when using any of the VBO related functions. Apart from that I wouldn't open that can of worms, coding up paths for individual devices that is. Also, the Pixelflinger OpebGL software renderer used in the emulator and on cyanogen mods doesn't like deleting VBO buffers and will crash (take that for your site robert :)) I will try to finish translating my android game dev tutorial to english this week (I'm pretty busy with my day to day job and releasing the full version of Newton in the moment). Maybe you, Robert, could share that on your site too. Awesome discussion so far. Keep it up On 26 Jan., 21:41, MrChaz <mrchazmob...@googlemail.com> wrote: > Am I right in thinking that the Galaxy likes a depth of 16? > I guess this might also be a good to place to ask how I'd find out the > type of phone the game or whatever is running on so that I can start > accounting for this stuff? > > On Jan 26, 1:00 am, Ralf Schneider <li...@gestaltgeber.com> wrote: > > > > > I have just started playing around with OpenGL ES on the Nexus One. > > But this thread might be intresting for your problem: > > >http://groups.google.com/group/android-developers/browse_thread/threa... > > > The most important part might be this: > > > It seems that DEPTH_SIZE of 24 is optimum on the Droid. I was kind > > thrown back a bit when I picked an EGLConfig with DEPTH_SIZE of 0 or > > another value (16, etc.) and rendering of a simple cube was at 40FPS. > > With an EGLConfig that has a DEPTH_SIZE of 24 the cube was rendering > > at 60FPS. > > > Regards, > > Ralf -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en