There are a few things I see here that need some investigation.
First it looks like you're unbinding the buffer before the actual draw?
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
Second, in the work I've done recently I found not appreciable performance
improvement from using VBOs vs.
The documentation for Google+ is here:
https://developers.google.com/+/mobile/android/
Or for a very quick implementation you could just use Socialize:
http://www.getsocialize.com
On Thursday, March 14, 2013 4:55:39 AM UTC-7, srikanth wrote:
Dear all,
Please help me How to post image and
You need a google maps key because access to the google maps API is rate
limited.
On Friday, March 15, 2013 10:41:25 PM UTC-7, ramesh babu wrote:
for developing google map application why do we required sha1 key??...
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First I'm assuming that the URL is accessible on the network, if so you
need to make sure that:
A) The device is on the same network (e.g. same wifi router)
B) The app has the android.permission.INTERNET permission
I have seen to use 10.0.2.2 instead of localhost.. not sure what you
mean by
you need *MD5 Finger Print key* for developing Google map application..
Regards
Android developer
Trinay Technology Solutions
www.trinaytech.com
5705750475
On Saturday, March 16, 2013 11:11:25 AM UTC+5:30, ramesh babu wrote:
for developing google map application why do we required sha1
thank u jasontamilarasi sivaraj,and here is another problem while
developing apps,that is i can't import the packages in the program
import com.google.android.gms.maps.GoogleMap;
import com.google.android.gms.maps.MapFragment;
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have you put this *uses-library android:required=true
android:name=com.google.android.maps /* line into your manifest file.
Regards
Android developer
Trinay Technology Solutions
www.trinaytech.com
5705750475
On Saturday, March 16, 2013 3:20:30 PM UTC+5:30, ramesh babu wrote:
thank u
Better u refer developer.android.com/google/play-sevices/maps.html
On Mar 16, 2013 11:11 AM, ramesh babu rameshbabu...@gmail.com wrote:
for developing google map application why do we required sha1 key??...
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yes,i have those lines in manifest file,but i can't import those files
in my application and the coding are
Manifest file:-
?xml version=1.0 encoding=utf-8?
manifest xmlns:android=http://schemas.android.com/apk/res/android;
package=com.ramesh.map
android:versionCode=1
it seems i do not use context (in shared pref command)... i get it for an
activity... i will retry...
context is optional inside an activity, correct?
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have you install the Google play service from the sdk?
On Saturday, March 16, 2013 4:10:28 PM UTC+5:30, ramesh babu wrote:
yes,i have those lines in manifest file,but i can't import those files
in my application and the coding are
Manifest file:-
?xml version=1.0 encoding=utf-8?
my problem solved but another problem arises:
used:
// public constructor
public CannonView(Context context, AttributeSet attrs)
{
super(context, attrs); // call super's constructor
*activity = (Activity) context; *
.
..
SharedPreferences prefs =
s i have installed it
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hi all,
i am using Theme.Holo.Light in android 4.2 (api level 17 ). But now i
want to make it compatible to 2.3 (api level 10 ) . Can someone suggest a
way i can do it?
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Kaushik Pendurthi
http://kaushikpendurthi.blogspot.com/
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Use Theme.Light on those older devices.
If you created your project recently using the Eclipse new-project
wizard, much of that may already be set up for you. If not:
Step #1: In res/values/styles.xml, have something like this:
resources
style name=AppTheme parent=android:Theme.Light/
As far as the binding buffer part, I'm well aware. As I said I tried
everything, different samples and re-arranging in failed attempts. You are
correct about the bind buffer data being in a different area of code (in
the vbo class.) I'm on mobile right now but will try your suggestion later.
If
Try doing a Project-Clean and see if that fixes it
On Thursday, March 14, 2013 3:04:27 AM UTC-6, Piren wrote:
try the various suggestions offered here:
http://stackoverflow.com/questions/4820554/android-unable-to-instantiate-activity-classnotfoundexception
Also since you said you imported
That is because you changed your build target. Leave your build target
where it was. Set your android:minSdkVersion to 10 in your manifest.
Lint (Eclipse or command line) will point out to you when you use
classes and methods that are available from the build target but
exceed your minSdkVersion.
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