[android-developers] Re: Mulit-Touch Problems

2010-02-08 Thread Mario Zechner
on the NexusOne or other Android devices that report multiple pointers? My strong suspicion is that this is hardware - firmware related, not Android platform-related. That raises an issue of how even to document the problem. Peter On Jan 30, 7:49 am, Mario Zechner badlogicga...@gmail.com wrote: Hi

[android-developers] Re: How to achieve ultra smooth OpenGL/ES animation

2010-02-02 Thread Mario Zechner
I also had to fight this problem for a racing game. As Robert suggested, average your delta times, it's the only way you can smooth things out. I use a window of 5 frames per second for which i sum up the delta times and divide by the number of frames. An example 15ms, 15ms, 33ms, 15ms, 15ms will

[android-developers] Segfault in Bitmap.getPixel()

2010-02-02 Thread Mario Zechner
Hi, I have a larger 512x512 32-bit ARGB Bitmap loaded from a PNG in my application. I traverse each pixel in this bitmap as follows: int height = bitmap.getHeight()-1; for( int y = 0; y bitmap.getHeight(); y++ ) { for( int x = 0; x bitmap.getWidth(); x++ ) { int pixel =

[android-developers] Re: Segfault in Bitmap.getPixel()

2010-02-02 Thread Mario Zechner
Well, there seems to be a bug when specifying a different Format in the Options of BitmapFactory.decodeStream(). I specified ARGB and it didn't complain. On 2.0 it worked, on the G1/MyTouch it didn't. Maybe i'll file a bug about this. On 2 Feb., 15:46, Mario Zechner badlogicga...@gmail.com

[android-developers] Re: OpenGL poor performance with textures?

2010-02-01 Thread Mario Zechner
i'm working a prototype game that has a very similar setup to yours. I have a 2048x2048 big background texture which i load in 32-bit argb mode (i have yet to discover what format to use for 16-bit rgb 565, png doesn't support it, didn't care yet though). I split up this big thing into 256x256

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Mario Zechner
@Kevin I can easily see wheter something runs at 30 or 60fps. http://www.gamasutra.com/blogs/RadekKoncewicz/20100106/4021/Framerates_Do_Matter.php is an interesting article on the matter @Federico The thread over at

[android-developers] Mulit-Touch Problems

2010-01-30 Thread Mario Zechner
Hi, i'm currently investigating multi-touch support on = 2.0 devices, testing it on a motorola milestone. The multi-touch API seems to be very well thought out and processing the respective MotionEvents is really a piece of cake. I want to use multi-touch as an optional input method for a small

[android-developers] Re: Motorola Droid (possible android) multi-touch bug and how to reproduce

2010-01-29 Thread Mario Zechner
hardware (the fact it's a 2x1D device and not a 2D device). -- Luke Hutchison On Jan 28, 7:06 pm, Mario Zechner badlogicga...@gmail.com wrote: It seems Toon Warz, another game usingmultitouchalso has some issues on N1 and Droid. Can others confirm the problem with the code posted above

[android-developers] Re: OpenGL Fillrate Issues

2010-01-28 Thread Mario Zechner
@Ralf The code looks ok. The only differene to my code is that i don't overwrite GLSurfaceView but instead register an OnTouchListener with the surface view. Just in case, maybe you could try that as well? You example should be easily adaptable. Maybe Robert can try your code on his N1. @Kevin

[android-developers] Re: OpenGL Fillrate Issues

2010-01-28 Thread Mario Zechner
the things I've produced just aren't cpu intensive for me to notice the dip in frame-rate.  That said I've not kept a close eye on it after I got to where it was smooth to me. On Jan 26, 9:28 pm, Mario Zechner badlogicga...@gmail.com wrote: @robert, i'd be more than willing to contribute

[android-developers] Re: Motorola Droid (possible android) multi-touch bug and how to reproduce

2010-01-28 Thread Mario Zechner
It seems Toon Warz, another game using multitouch also has some issues on N1 and Droid. Can others confirm the problem with the code posted above? Did anyone arrive at a solution? This is a pretty bad situation for game developers as nothing freaks users more out than bad controls. I think the

[android-developers] Re: OpenGL Fillrate Issues

2010-01-28 Thread Mario Zechner
at me calling me incompetent when it's really a problem with the Android framework (not that i implement everything perfectly, far from it :). In short Android is awesome i just wished it was more game dev friendly). On Jan 28, 4:24 pm, Mario Zechner badlogicga...@gmail.com wrote: @mrchaz I check

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
, and how to mix music/sounds in there? Thank you. Loving this and other game posts btw. On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote: I'm not Robert but I can at least confirm that a depth buffer with 24 bit is optimal for the Droid. I can also confimg

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
they look fluid as they move, and how to mix music/sounds in there? Thank you. Loving this and other game posts btw. On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote: I'm not Robert but I can at least confirm that a depth buffer with 24 bit is optimal

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
as on the droid. On 27 Jan., 11:33, Mario Zechner badlogicga...@gmail.com wrote: @robert. i'm curios wheter you succeeded in implementing proper multitouch controls. I planned on going the 2.0 root myself for the racer, having all controls on screen but that didn't work out as expected. see this threadhttp

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
@Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example at http://www.file-pasta.com, and add log cat output so we can

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
. Very strange indeed. On 27 Jan., 14:23, Mario Zechner badlogicga...@gmail.com wrote: @Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
How does your onTouch method look like? Are you synchronizing on som object instance? On 27 Jan., 16:28, Ralf Schneider li...@gestaltgeber.com wrote: 2010/1/27 Mario Zechner badlogicga...@gmail.com @Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
...@android.com wrote: On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote: That being said, there shouldn't be any problems with touch events on devices running android = 2.0 as they fixed the event flood problem in that version. I couldn't see any problem in my projects

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
@Ralf that doesn't look suspicious at all. I guess we'll have to wait for Robert to chim in. On Jan 27, 7:45 pm, Mario Zechner badlogicga...@gmail.com wrote: Nice, there goes another myth. I read about recycling the MotionEvent at a couple of places on the net. Thanks for clearing that up! I

[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread Mario Zechner
Green rbgrn@gmail.com So Ralf, Is that really what you have for your touch handling?  Nothing - and you get that slowdown?  Can you test with a Thread.sleep(16) in there? On Jan 27, 3:01 pm, Mario Zechner badlogicga...@gmail.com wrote: @Ralf that doesn't look suspicious

[android-developers] Re: OpenGL Fillrate Issues

2010-01-26 Thread Mario Zechner
characters so performance isn't too bad. To be honest, my biggest performance problem is simply the touch slow- down issue on Android 1.5/1.6. On Jan 24, 7:44 pm, Mario Zechner badlogicga...@gmail.com wrote: Hi, i'm currently writting a small game that uses a tile based approach to render

[android-developers] Re: OpenGL Fillrate Issues

2010-01-26 Thread Mario Zechner
And yes, the touch slowdown also sucks a lot. I use 30ms for the racer i linked to above and it is still noticeable. On 26 Jan., 19:44, Mario Zechner badlogicga...@gmail.com wrote: I can share your experience on the Droid/Nexus One. Interestingly the HTC Hero performs better than the droid

[android-developers] Re: OpenGL Fillrate Issues

2010-01-26 Thread Mario Zechner
@robert, i'd be more than willing to contribute to such a best practices/common pitfalls site for opengl and game development on android. I will also send you the code for the racer, boiled down to just rendering the racer itself so you can see and test the effect. In light racer 3d this effect is

[android-developers] Re: OpenGL Fillrate Issues

2010-01-26 Thread Mario Zechner
I'm not Robert but I can at least confirm that a depth buffer with 24 bit is optimal for the Droid. I can also confimg that the GLSufraceView choses that depth by default when you don't set your own EGLConfigChoser. As a side note: from robert's and my experience achieving 60fps on the droid is

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