@mrchaz I check for "MB200"/"MB220"/"Behold". I use String.contains() for the behold. This is only a list for the dext/clique and behold. There might be other devices that have the same problem. Maybe Robert could share his settings.
On 28 Jan., 15:15, MrChaz <mrchazmob...@googlemail.com> wrote: > @Mario > Could you do me a favour and paste in the strings you're checking when > using android.os.Build.Model? I don't have access to any phones other > than the G1. > It would be willing to bet that the couple of comments of missing > objects I've had are related to the VBO issue you mention. > > Maybe the things I've produced just aren't cpu intensive for me to > notice the dip in frame-rate. That said I've not kept a close eye on > it after I got to where it was smooth to me. > > On Jan 26, 9:28 pm, Mario Zechner <badlogicga...@gmail.com> wrote: > > > > > @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