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.
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 --
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:
(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
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
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
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
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.
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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
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
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
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
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
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
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
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
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
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