[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-17 Thread Michael
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-17 Thread Robert Green
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-15 Thread shaun
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-15 Thread shaun
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-15 Thread shaun
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-14 Thread Richard Leggett
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,

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-14 Thread Philip
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

[android-developers] Re: Preparing for Droid OpenGL issues

2010-01-14 Thread markusn82
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