I guess the BasicGLSurfaceView sample pretty much shows the correct way to
allocate memory for OpenGL:
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
I wouldn't mind seeing something a
Is there a way to tell Android whether you want to use OpenGL 1.0 or 1.1?
I want to tell it to use 1.0, not 1.1.
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No you cannot choose at such a fine level. Just don't use OpenGL ES 1.1
features. Out of curiosity, why? (I would even recommend you used OpenGL ES
2.0 :)
On Jan 8, 2013 7:50 AM, bob b...@coolfone.comze.com wrote:
Is there a way to tell Android whether you want to use OpenGL 1.0 or 1.1?
I
Well, I was getting this error:
... called a GL11 Pointer method with an indirect Buffer
As a long shot, I was hoping maybe OpenGL 1.0 would just let me use
indirect Buffers. Then maybe I wouldn't have to change as much code.
On Tuesday, January 8, 2013 10:10:29 AM UTC-6, Romain Guy
W dniu wtorek, 8 stycznia 2013 18:39:38 UTC+1 użytkownik bob napisał:
Well, I was getting this error:
... called a GL11 Pointer method with an indirect Buffer
As a long shot, I was hoping maybe OpenGL 1.0 would just let me use
indirect Buffers. Then maybe I wouldn't have to change as
Yeah, I thought I remember something about 1.5 allowing you to do this.
But, I built it for 1.5, and it complains on the Nexus 7.
On Tuesday, January 8, 2013 12:51:21 PM UTC-6, a1 wrote:
W dniu wtorek, 8 stycznia 2013 18:39:38 UTC+1 użytkownik bob napisał:
Well, I was getting this
You built recently for 1.5? With anything pre 2.2 combined being less than
about 5% of the market.. why bother? I guess I have a hard time
understanding supporting a very tiny fraction of the market when the payoff
is so little and the work so much. Hence my question on -discuss regarding
when 4.x
W dniu wtorek, 8 stycznia 2013 20:53:49 UTC+1 użytkownik bob napisał:
Yeah, I thought I remember something about 1.5 allowing you to do this.
But, I built it for 1.5, and it complains on the Nexus 7.
Because it's a bug and in fact a really bad one. GL take ownership of
pointers passed
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