[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-13 Thread Phil Endecott
Hi Mario, On Dec 12, 9:14 pm, Mario Zechner badlogicga...@gmail.com wrote: I think the only thing needed is a manifest tag that let's you specify the OpenGL ES profile you want to work have available. This doesn't tell me if the implementation has enough texture units or user clip planes etc.

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Phil Endecott
On Dec 12, 12:46 am, Dianne Hackborn hack...@android.com wrote: On Sat, Dec 11, 2010 at 4:17 PM, Phil Endecott spam_from_goo...@chezphil.org wrote: If you can describe supported texture formats, I would think this is very similar, no? Not really, because texture formats are very clear --

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Dianne Hackborn
The feature expression is I need X, and Y, and Z. Maybe in the future there will be ways to express greater than, and A or B... but on the other-hand, making this so complicated has a lot of pit falls as well. On Sun, Dec 12, 2010 at 5:45 AM, Phil Endecott spam_from_goo...@chezphil.org wrote:

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Dianne Hackborn
(And we really see this as as stop-gap -- ideally, for example, there would be a standard texture format that you can count on being supported.) On Sun, Dec 12, 2010 at 7:53 AM, Dianne Hackborn hack...@android.comwrote: The feature expression is I need X, and Y, and Z. Maybe in the future

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Phil Endecott
On Dec 12, 3:53 pm, Dianne Hackborn hack...@android.com wrote: The feature expression is I need X, and Y, and Z. Maybe in the future there will be ways to express greater than, and A or B... but on the other-hand, making this so complicated has a lot of pit falls as well. Don't

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Dianne Hackborn
On Sun, Dec 12, 2010 at 8:54 AM, Phil Endecott spam_from_goo...@chezphil.org wrote: Don't overcomplicate it. 99% of reqirements are satisfied by and greater than, i.e. I need = 4 user clip planes and = 3 texture units. Don't let the theoretical possibility that someone might want to say I

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Mario Zechner
I think the only thing needed is a manifest tag that let's you specify the OpenGL ES profile you want to work have available. That feature is already there but it seems some devices don't report it correctly. Everything else can and should be checked at runtime. That's what the extension string

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Zsolt Vasvari
Most drivers have horrible problems and manufacturers don't give a damn. They will if gaming on Android takes off and the bad drivers prevent their phones from getting a piece of the gaming pie. -- You received this message because you are subscribed to the Google Groups Android Developers

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Dianne Hackborn
On Sun, Dec 12, 2010 at 1:14 PM, Mario Zechner badlogicga...@gmail.comwrote: I think the only thing needed is a manifest tag that let's you specify the OpenGL ES profile you want to work have available. That feature is already there but it seems some devices don't report it correctly. Yeah

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread qbit
http://developer.android.com/guide/practices/screens_support.html On Dec 11, 10:27 pm, Zsolt Vasvari zvasv...@gmail.com wrote: The e-mail I just received from Google containted the following line: Market will support filtering based on screen sizes and densities, as well as on GL texture

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Zsolt Vasvari
That's support-screens, not comaptible-screens On Dec 11, 8:09 pm, qbit odb...@gmail.com wrote: http://developer.android.com/guide/practices/screens_support.html On Dec 11, 10:27 pm, Zsolt Vasvari zvasv...@gmail.com wrote: The e-mail I just received from Google containted the following

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Mark Murphy
On Sat, Dec 11, 2010 at 7:12 AM, Zsolt Vasvari zvasv...@gmail.com wrote: That's support-screens, not comaptible-screens I had the same question. My hope is that it is a typo in the Android Market mail. compatible-screens means support-screens and uses-gl-texture is perhaps some uses-feature

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Dianne Hackborn
These are some upcoming new features. One can assume they will be documented when they become available. :} On Sat, Dec 11, 2010 at 4:39 AM, Mark Murphy mmur...@commonsware.comwrote: On Sat, Dec 11, 2010 at 7:12 AM, Zsolt Vasvari zvasv...@gmail.com wrote: That's support-screens, not

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Phil Endecott
Re uses-gl-texture, there are some other OpenGL features that an app might want to test, including the number of texture units and the number of user-defined clip planes. The app I've just released works on PowerVR hardware but not on Tegra because of this, and it would be great to be able to

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Dianne Hackborn
On Sat, Dec 11, 2010 at 2:30 PM, Phil Endecott spam_from_goo...@chezphil.org wrote: Re uses-gl-texture, there are some other OpenGL features that an app might want to test, including the number of texture units and the number of user-defined clip planes. The app I've just released works on

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Phil Endecott
Hi Dianne, On Dec 11, 11:15 pm, Dianne Hackborn hack...@android.com wrote: On Sat, Dec 11, 2010 at 2:30 PM, Phil Endecott spam_from_goo...@chezphil.org wrote: Re uses-gl-texture, there are some other OpenGL features that an app might want to test, including the number of texture units and

Re: [android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-11 Thread Dianne Hackborn
On Sat, Dec 11, 2010 at 4:17 PM, Phil Endecott spam_from_goo...@chezphil.org wrote: If you can describe supported texture formats, I would think this is very similar, no? Not really, because texture formats are very clear -- you either have them or you don't. And even those are limited, for