[android-developers] Re: Nexus one reporting 533 as Height!?!

2010-01-27 Thread PaulT
On Jan 20, 2:26 pm, Loki117 thomas.sheppar...@gmail.com wrote: Hey guys yeah I understand getting the app onto larger screens with resource packs etc I just found it curious that when an app is not marked as supporting a screen size that it reported a different screensize than it actually

[android-developers] Re: Solved: OpenGL; GL11.glDrawTexiOES does not seem to work for Nexus One

2010-01-15 Thread PaulT
On Jan 12, 5:24 am, Streets Of Boston flyingdutc...@gmail.com wrote: Just before my backgrounds were drawn, parts of my objects were drawn with this called in the GL: gl.glFrontFace(GL10.GL_CW); I think there are other issues with glDrawTexiOES as I find on the N1 it will not work with

[android-developers] Re: Using drawable resources

2009-10-11 Thread PaulT
On Oct 10, 4:03 pm, Mark Murphy mmur...@commonsware.com wrote: PaulT wrote: I wonder if the R.java generator is becoming confused when a file is missing from one of those directories? I doubt it -- that's part of the resource set system. It's my mistake---I thought I had upgraded to 1.6

[android-developers] Re: Using drawable resources

2009-10-10 Thread PaulT
Jerome, If you look up ID #0x7f02 in your R.java, what do you get? I'm finding the same issue with one of my apps now that I have upgraded to 1.6---it worked fine on 1.5---the error is: Caused by: android.content.res.Resources$NotFoundException: File res/drawable/t.png from drawable

[android-developers] Re: Using drawable resources

2009-10-10 Thread PaulT
Found the problem. The runtime is wrongly reporting which file is missing (and R.java has been wrongly generated). I had one file misnamed (the file name did not match the @drawable declaration) but it wasn't the reported t.png which was wrong. Suggest checking all your drawables and see if

[android-developers] OpenGL leaking garbage

2009-07-16 Thread PaulT
Hello everybody, I've created a simple OpenGL app and created a rendering class which implements GLSurfaceView.Renderer. All it does is draw 100 triangles (NUM_OBJECTS = 100) on the screen and move them about, bouncing off the edges. The projection is glOrtho2D and there is no z-buffer. I'm