@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

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