Hi Guys,
That's a nice list Philip. Just a couple of questions about it.
When you say RBGA_ and ALPHA_8 are you talking about the pixel
format of the gl context? What is the benefit of one over the other?
I had input problems until I put a wait in my onTouchEvent, but I was
wondering how
I don't think more than 2 phones had issues with VBOs and I believe
they have been resolved (at least the Cliq problem was resolved.) I
think they are safe to use unless reported otherwise and then you
could just check the model of phone and not use them on that one
device. It's easy to write a
Be aware that Android 2.0.1 and 2.1 both return bits instead of bytes
for Float.SIZE. The expected return value is 4, but 32 is returned
for some reason!
This was used in a couple of places where allocation was involved and
fatal errors ensued. Just so happens the errors were in OpenGL part
of
Sorry. I need to be clear that the Float.SIZE usage I mentioned was
in my code not the Android OpenGL code.
On Jan 15, 10:00 am, shaun shashepp...@gmail.com wrote:
Be aware that Android 2.0.1 and 2.1 both return bits instead of bytes
for Float.SIZE. The expected return value is 4, but 32 is
I apparently live under a rock: Float.SIZE = Constant for the number
of bits needed to represent a float in two's complement form.
Taken from Android API (Java 1.5+ API same).
Sheepish.
On Jan 15, 10:04 am, shaun shashepp...@gmail.com wrote:
Sorry. I need to be clear that the Float.SIZE usage
I've heard the Droid having problems with PNGs that are not 24bit
(alpha). It's worth checking out the Rokon mailing list and forum for
more info on this.
Also if you post in the forums there I'll be happy to test on a Nexus
One.
On Jan 14, 3:14 pm, markusn82 markus...@gmail.com wrote:
Hi,
My experience so far:
- Create your textures in power of two and make sure you scale and
clip them to the right ratio when you draw.
- Don't stick to RBGA_ when you can do ALPHA_8 (text rendering)
- Do whatever you can do in OnSurfaceCreated before you get called in
OnSurfaceDraw
- Avoid the
Thanks for all the replies guys.
Philip, I've already taken most of your points into consideration
during my development (though there were a few things new to me like
using Bitmap.recycle).
Jeremy, what kind of VBO issues were encountered. My game uses VBO
heavily so I'd like to know if I can
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