Great input, thanks! As you said, with a cross-platform UI solution, there will
always be platform/OEM/device specific issues that need special care. We can
solve a lot of these on our end. There will obviously be cases we can't
anticipate. The take away for me here is, that it should be
Hi,
i'm the guy behind libGDX (http://libgdx.badlogicgames.com) and am currently
also working on RoboVM (http://www.robovm.com) which allows you to run
Java/Scala/Kotlin/... on iOS. Just like with libGDX, my main concern with
RoboVM is to make cross-platform app development easier for people
Hi,
i fooled around with the softkeyboard API a little and tested it on a
couple of phones. My test setup is an activity with a GLSurfaceView
set to fullscreen. When the screen is touched the softkeyboard is
brought up via
InputMethodManager manager =
; fragmentation as defined above... not so much.
--Mike
On Mon, May 16, 2011 at 7:08 PM, Mario Zechner badlogicga...@gmail.comwrote:
I don't have direct physical access to an Xperia myself so i can't
comment on the button issues Robert discovered. It looks indeed as if
Sony was brewing
). It might not be very obvious though. With a
little case, the app should be able to recover gracefully.
Hope that helps,
Jeff.
On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote:
A user reported an ArrayIndexOutOfBoundsException today in
ourmulti-touchhandler. We
A user reported an ArrayIndexOutOfBoundsException today in our multi-
touch handler. We store x/y/touchState on a per pointer id basis in an
array. Dirty? Yes, but it worked on all devices so far. Usually
pointer ids are handed out like this:
first finger goes down - pointer Id 0
second finger
On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote:
A user reported an ArrayIndexOutOfBoundsException today in our multi-
touch handler. We store x/y/touchState on a per pointer id basis in an
array. Dirty? Yes, but it worked on all devices so far. Usually
pointer ids
Do not call glBufferSubData, use glBufferData instead. The former is
dog slow on most mobile GPUs for various reasons (pipeline stall if
that buffer is currently in use etc.).
Also, do not use Buffer.put(int index, float value) if you can instead
use the bulk put operations. For direct Buffers
Neat, a Flixel Android port would indeed be a nice to have. I saw that
the project is actually not an Actionscript 3 project but a Java based
project. Might i suggest basing the Android Flixel port on libgdx [1]?
Benefit: it would also run on the desktop (windows, linux, mac) and
the nasty OpenGL
My fsm, Mike! You must either be sick or getting tired. A 2 paragraph,
140 words reply? SCNR, just kidding :) Glad to see you alive and
kicking. Thanks for the bug report, that will save me some grieve.
On 29 Apr., 02:49, MichaelEGR foun...@egrsoftware.com wrote:
Hah.. yes.. A minor oversight
Hi,
i got some reports from users of our framework that opening/closing an
OpenGL ES based app would force close with an EGL_BAD_ALLOC after
~20-30 open/close cycles on an Android 2.3 device. To eliminate any
problems related to our framework i wrote the simplest GLSurfaceView
based app i could
The overhead introduced by Interfaceing GL10/GL11 and GL20 is neglible
i'd say. Sadly, there's no work around for that, i'd have prefered a
static method solution if at all possible, but so is live. In real-
world scenarios that overhead does not have an noticeable impact on
your performance,
Forgot to add: the problem does not appear on Android 2.3 (tested on
Hero 1.5, Droid 2.1.1, HTC Desire HD 2.2.2).
On 13 Apr., 14:31, Mario Zechner badlogicga...@gmail.com wrote:
Hi,
i got some reports from users of our framework that opening/closing an
OpenGL ES based app would force close
Full disclosure: i'm the developer of libgdx.
I think both have it's merits. Andengine will get you up and running
faster than libgdx but is less flexible and slower in terms of
rendering speed. It has a couple of nice features though that libgdx
doesn't have (and vice versa).
Libgdx is not a
On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:
3DVec normal = (sphereCenter - point).normalize();
3DVec normal = (point - sphereCenter).normalize();
Or your world will be upside down. Unless my brain is totally
borked :) (could well be, 4am here...)
--
You received this message
me into new and strange
concepts from Android while AndEngine is more integrated with Android way.
Anyway I'll follow your suggestion: I will try to evaluate both to get an
hands on decision (maybe I'll blog about the experience).
Thank you,
Pedro Duque
On 22 December 2010 23:49, Mario
Hi,
i was curious to see whether the vsynch that is default on all devices
is actually a hardware limitation of a software limitation. For this i
first tried to get EGL_MIN_SWAP_INTERVAL. Neither EGL10 nor EGL11
expose that constant. Fair enough, the official EGL headers show me
the constant
draw directly to the screen, so this isn't
meaningful. You are always drawing into a surface flinger surface, which is
composited to the screen when you are done, and screen compositing is
vsynced.
On Thu, Dec 16, 2010 at 5:21 PM, Mario Zechner badlogicga...@gmail.comwrote:
Hi,
i
We switched from LGPL to Apache 2 for exactly that reason in libgdx.
I'd recommend using it for your engine. Looks neat btw, keep up the
good work!
On 12 Dez., 19:24, Emmanuel emmanuel.ast...@gmail.com wrote:
Do you have a suggestion for a different license? I don't want to
create any
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
I have the exact same issue. I went the exact same route as the
original poster. The verbose output of all the Android tools in
Eclipse is not all that verbose it turns out. However, digging up
the .log file in $workspace/.metadata/.log brought this up:
!ENTRY com.android.ide.eclipse.adt 4 0
Forgot to mention my system specs:
Windows 7 Home Premium 32-bit, JDK 1.6.0_22, Eclipse Helios SR1.
On 7 Dez., 00:16, Xavier Ducrohet x...@android.com wrote:
gotta love the error message. *sigh*
From what you're saying you have all that's needed. Have you tried
using the Sun VM instead of
.
On Mon, Dec 6, 2010 at 4:42 PM, Mario Zechner badlogicga...@gmail.com wrote:
I have the exact same issue. I went the exact same route as the
original poster. The verbose output of all the Android tools in
Eclipse is not all that verbose it turns out. However, digging up
the .log file
Hi there,
i was refactoring some of my code today and wanted to minimze buffer
object binds. My use case is it to bind a vertex buffer/index buffer
pair once and batch up rendering as much as possible. Each batch is
uploaded to the currently bound vbo.
This works as expected on all tested
A screenshot of the error would help a lot. I suspect z-fighting of
some sort given the information you gave us so far.
On 13 Jun., 23:30, Samsyn d...@synthetic-reality.com wrote:
and no, it's not 'the last triangle in the mesh' Seems fairly evenly
distributed in that way, so I no longer blame
What you are searching for is called fixed point math. The reason to
do this on Android is that many current devices don't have a floating
point processing unit. This will change in future devices i'm sure
(all second generation devices seem to have an FPU).
If you work in Java it does not pay of
First: what you are in need off is called fixed point math which is
implemented by using integers, deciding how many low bits to use for
the fractional part of a number and then do some shift magic to do
basic math operations. It's an old trick used mainly on devices that
do not have an FPU like
Hi,
i just found out (thanks James) that the new Java GLES 2 bindings are
missing a vital method:
glVertexAttribPointer(int indx, int size, int type, boolean
normalized, int stride, Buffer ptr)
That's the only thing in there and takes a buffer. Given only that we
can not use VBOs in OpenGL 2.0
Awesome, thanks for the quick reply!
On 8 Jun., 20:40, Romain Guy romain...@android.com wrote:
Our OpenGL guy is looking into it :)
On Tue, Jun 8, 2010 at 10:15 AM, Mario Zechner badlogicga...@gmail.com
wrote:
Hi,
i just found out (thanks James) that the new Java GLES 2 bindings
Hi there,
i thought i'd post a link here for future reference. I wrote a
complete JNI bridge to the latest Box2D release for Android. All
relevant classes are wrapped via lightweight Java counter parts, all
listeners except the destroy listener are exposed, all joints are
support and so on and so
Actually, i do something a bit nasty to get a seperate Android library
project. In your SDK folder you have several android jars for the
different Android versions. I simply create a Java project and add the
lowest Android version jar i want to support as a dependency et voila
you have a nice
Got my N1 on friday but missed the fed ex guy. Just received it 2
hours ago, Graz, Austria from Netherlands. Thanks a bunch Google!
On 3 Mai, 17:43, heedrox heed...@gmail.com wrote:
TreKing: for those of us (including me) that have not received the N1,
I think we still would like to hear
i have written jni wrappers around mpg123 and libvorbis for android.
you can find them included in libgdx which is available at
http://code.google.com/p/libgdx/. More info can be found at
http://www.badlogicgames.com or you can email if you have any
questions. writting to a wav file is not
texture units are only needed for multitexturing, of
which the most common use is for lightmapping.
On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote:
The number of texture units and the maximum texture size are not
really related in any way. The number of texture units tells
The number of texture units and the maximum texture size are not
really related in any way. The number of texture units tells you how
many textures you can use simultaniously when drawing geometry (how
many textures can be bound at once). You can have more textures in
video ram than there are
Got spamed too. Not holding my breath that anything will be done about
it though...
On 28 Apr., 22:22, Mike michaeldouglaskra...@gmail.com wrote:
Also, section 3.8 of the Android Market Terms of Service covers unfair
competition law. Encouraging 5 star comments on your app in exchange
for
compare to 20ms with a full screen
tex).That's very funny.
I'm working on some libs, which will be used for our tools and games.
When a full screen update only takes 20+ms, it's usable in some
conditions as it already gets at least 40fps.
On 4月17日, 下午6时22分, Mario Zechner
I'm also sticking to ogg at the moment which of course limits the
amount of music i can pack into my games. For production is use some
tools from drpetters, namely sfxr for 8-bit sound effects as well as
audacity and cubase for heavy lifting. Another way i plan on lifting
the application size
I can confirm that the issue is still there in Android 2.0.1 on my
Milestone as well (and more pronounced) on my HTC Hero which still
runs 1.5. I put together a quick test that you can download from
http://file-pasta.com/file/0/touchflood.apk (Note: it's 300kb because
i used a game dev framework
the
constant-touch controls. Contact me if you have experience fixing
this problem and are sure you can do it.
On Apr 18, 5:41 am, Mario Zechner badlogicga...@gmail.com wrote:
I can confirm that the issue is still there in Android 2.0.1 on my
Milestone as well (and more pronounced) on my
Hi,
OpenGL ES 2.0 (GLES2) is completely based on writting your own vertex
and fragment shaders. Both types serve a specific purpose.
Vertex shaders in their most basic form are responsible for
transforming the incoming vertex position. This includes moving them
from object to world space, from
It seems that the msm chips are notorious for having a low bandwidth.
There's really no solution to that problem other than
1) lowering your texture size
2) lowering the bit depth of the texture, e.g. instead of using
RGBA use RGBA444 or RGB565
2) uploading your texture in patches, e.g. split
From my experience this also happens with the PowerVR chips in the
Droid/Milestone
On 16 Apr., 13:07, Eong eong.c...@gmail.com wrote:
If glTexImage2D is more than 100ms, glTexSubImage2D doesn't make any
sense.
I found that this will only happen on phones with snapDragon chips,
like Nexus one,
kirti, when doing OpenGL programming it's best to actually know what
you do. Just copy and pasting code will lead to more problems that you
can't solve due to a missing understanding of how OpenGL works.
Consider following Robert's suggestion and get your hands on the Red
Book and the OpenGL
Assuming your lib is written in Java you simply create a normal Java
application in Eclipse and let it have a dependency to the lowest
Android platform jar you want to support. In your Android project you
can then either directly reference the common library project or
generate a jar from the
Try not to load the image into a byte array before passing it to the
BitmapFactory but rather pass the InputStream directly to the
BitmapFactory. There is a limit for the size of an image, however, 4mb
should work.
On 14 Apr., 09:25, Kamal Hasan kamal.hasa...@gmail.com wrote:
I want to
GL commands, the
actual fps is around 40
On Apr 14, 1:24 am, Mario Zechner badlogicga...@gmail.com wrote:
Hm, seems my post got swalled by the flying spagetthi monster. Here we
go again.
I wonder how you measure the time. Do you measure you frames like
this?
...
long startTime
I kind of doubt the performance figures you give. 4 to 5 full screen
alpha blended layers on the droid will give you around 30 to 35 fps. I
assume you only measure the time it takes to execute your OpenGL
commands. The real deal is measuring the delta time between the last
and the current frame.
Hm, seems my post got swalled by the flying spagetthi monster. Here we
go again.
I wonder how you measure the time. Do you measure you frames like
this?
...
long startTime = System.nanoTime();
int frames = 0;
public void onDrawFrame( )
{
... draw stuff ...
if( System.nanoTime() -
I want to say Me Too here. I'm not a full time android game
developer but invest a lot of my spare time in producing games as well
as engines/frameworks for Android. I can only agree to all the points
Robert already mentioned.
For me the biggest issue is the broken multi-touch which also affects
I did some audio work on Android and have to agree with Kevin's
analysis. Writting to the audio device via AudioTrack works and you
can also alter the buffer sizes to get to the lowest possible latency
but from what i remember the buffer was still pretty big. Also,
AudioTrack does not allow
This topic is pretty interesting. I also am off the school of one
thread is enough. I have to admit that I don't fully understand the
benefits of a seperate logic thread. Am I right in thinking that the
only reason to have a seperate logic thread is being able to use the
cpu while it blocks on the
That's what i was wondering. It makes of course a lot of sense to use
the CPU idle time while the GPU is doing the heavy lifting. However,
but having to put a synch around the access to the logic data in the
rendering thread and the logic thread you explicitely starve one of
the threads, depending
That depends on what kind of input you need. If your game is happy
with just checking the current state of the accelerometer/touch screen/
keyboard/trackball simply polling will do the trick. This means that
in the UI thread, where you have your event listeners installed, you
simply save the last
Hi there,
i thought i post here as some might find it useful. I ported
libvorbis (the fixed point version) and libmpg123 (using ARM assembler
for speed) to Android. This allows you to get a hold of the PCM
samples of MP3 and Ogg files which is not possible with the Android
framework at the moment
You can't specify that with indices. Instead you will have to
duplicate those vertices which share the same position but have
different normals, colors and texture coordinates. Think of it this
way: You have an array of vertices, each defined by a position, color,
normal and texture coordinates.
Do you see the thread disappear while debugging? I wouldn't know of a
mechanism which could silently kill it unless you do something nasty
in the onDrawFrame method. What physics library do you use? I remember
Box2D having a nice infinite loop bug in one of the previous releases.
On 22 Mrz.,
I have no legal advice as i'm the last person to ask about such
questions. I just want to share my concern that this will happen to a
lot of game developers on Android. If you happen to get more info on
the matter from say a proper legal advisor please share it here with
us.
On 22 Mrz., 19:34,
I just coded up a simple performance for a project of mine and found
that the touch event flood problem is back in town albeit with a new
face. Here's a simple test case which:
pre lang=Java
package com.badlogic.gdx;
import javax.microedition.khronos.egl.EGLConfig;
import
Hi there,
I'm a bit hesitant to present this here already but today i put out
the first architecturally frozen release of my game development
library called libgdx. I go ahead and post the content of the
description page of libgdx here so you get an idea what it is all
about. A series of articles
As a rule of thumb: everything you have to use the new operator for to
get a hold of it is going to get garbage collected at some point. Note
that this is also true for primitive arrays like int[], float[] etc.
Local primitive type variables within methods don't need to get
garbage collected.
On
://code.google.com/p/gl2-android/source/browse/trunk/src/com/badlogic/gdx/GL2Test.java.
Have fun.
On 13 Mrz., 17:48, MichaelEGR foun...@egrsoftware.com wrote:
On Mar 13, 7:50 am, Mario Zechner badlogicga...@gmail.com wrote:
Cool. Thanks for the flowers. The thing is apache 2 licensed so you
believe so -- the FreeType library is native code that needs a
real fd to deal with.
On Mon, Mar 15, 2010 at 4:42 PM, Mario Zechner badlogicga...@gmail.comwrote:
The class Typeface has a couple of static factory methods which take
different inputs. However, Inputstreams are not among themn
The problem is that there's actually to targets you render to, the
back and the frontbuffer of the OpenGL surface. In each call to
Renderer.onDrawFrame() you actually render to the back buffer while
the front buffer is presented on screen. Once you leave the
onDrawFrame method the back buffer
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but
drew directly to a texture using an intermediate Bitmap as the drawing
surface and reuploading only those parts of the texture that changed.
You can find a video and an apk of that at
I wouldn't place all my bets on OpenGL ES 2.0 so fast as most devices
out there won't support it (hardware wise, it's not so much a question
of the Android version used). For a foreseeable time you will have to
have to rendering paths one for OpenGL 1.x and another for 2.0. Start
with 1.x, it's
I think Dianne Hackborne stated in one of the live wallpaper related
threads that many devices have problems with managing more than one
OpenGL contexts. The context is where all your OpenGL states get
stored and managed. I assume there's no solution to this as it's
probably tightly connected to
:
Thank you for the compliment.
I was intimidated by the math at first but it keeps getting easier and
easier the more I do. I've also met people like Mario Zechner who is
very knowledgeable and helpful. Just yesterday I was writing
something and it wasn't working right. We talked, he mentioned
There's a couple of choices, none of them will work fast enough if you
use the Java implementations. Popular choices are Chipmunk (http://
code.google.com/p/chipmunk-physics/) and Box2D (http://
www.box2d.org/). There's also a Java port of Box2D which is called
JBox2D (http://www.jbox2d.org/) i
and/or elastic collision?
Jiri
On 10/03/2010 01:11, Mario Zechner wrote:
While it's not nearly as full featured as XNA i started working on
something similar to XNA. It allows you to develop your games mostly
on the desktop and deploying it to your Android device with just a
couple of lines
I agree to this point based on my own experience and micro benchmarks.
That's why i think only performance critical code should be written in
native code such as physics calculations. I'd really love to get more
people on board of libgdx, it's now in a pretty useable state and the
API is nearly
I use a simple MySQL database on my server combined with some simple
php scripts that use salted md5 hashes to verify the authenticity of a
submitted score. In the game i only display the top 10 scores for each
level. Communication with the server is done via Http Posts. I do
that via OpenGL, i'm
Hi,
you have to use direct buffers with native byte ordering for this to
work. Instead of
testBuffer = IntBuffer.wrap( testArray );
you have to do a bit more work like this:
ByteBuffer buffer = ByteBuffer.allocateDirect( testArray.length * 4 );
buffer.order( ByteOrder.nativeOrder() );
Oh and one more thing
final int siz = testBuffer.capacity() * Integer.SIZE;
should really be
final int siz = testBuffer.capacity() * Integer.SIZE / 8;
as Integer.SIZE gives you the number of bits an integer occupies.
On 17 Mrz., 01:23, ac andres.colu...@gmail.com wrote:
Hello,
I have
How about security? As a developer, do you have to get some sort of API key?
Is it done over SSL/TLS, or both an API key and SSL/TLS? I am wondering how
invovled the process is to get set up to actually use one of these
services... or for those of you that wrote your own, what do you do to
to buy game
items. That may require a game player to set up some sort of credit card or
paypal account... not sure yet how this all works, but because of this there
may be a need to be more secure, such as using TLS. What do you think?
On Wed, Mar 17, 2010 at 11:15 AM, Mario Zechner
badlogicga
Hi there,
not sure whether i can help but you stated that you couldn't find
anywhere that AudioTrack.play() (which should probably read
AudioTrack.write()) does not block. Well, it does. And if you do the
following in your thread:
AudioRecord.read(sampels)
AudioTrack.write(samples)
i can
:15 AM, Mario Zechner
badlogicga...@gmail.comwrote:
How about security? As a developer, do you have to get some sort of API
key?
Is it done over SSL/TLS, or both an API key and SSL/TLS? I am wondering
how
invovled the process is to get set up to actually use one
Tried it on my Milestone. Pretty neat. The fps degrade to around 12-15
after some time (essentially when the big plate starts to touch the
ground completely) probably due to there being a lot more contact
points then. Also, the garbage collector is getting a fair amount of
work to do every 5
Hi,
i suggest checking the extension string you can get via a brave call
to gl.glGetString( GL10.GL_EXTENSIONS ). I suspect that the software
renderer that's used for OpenGL on the emulator does not support this
extension. The casting might seem a bit barbaric at first but you get
used to it :).
Hi,
let me start by answering your questions:
1) What you refer to is usually called picking and involves a bit of
math. Your initial goal is to get a ray (defined by a starting point
and a unit length direction) from your touch coordinates. This can be
done via GLU.gluUnProject
The class Typeface has a couple of static factory methods which take
different inputs. However, Inputstreams are not among themn (there is
a way to load a file though). Is there a way around this apart from
copying the font to a temporary file?
--
You received this message because you are
Hi,
just wanted to drop by to tell you about a nice little bug i just
encountered on my droid. Here's some sample code:
@Override
public void render(Application app)
{
GL11 gl = app.getGraphics().getGL11();
gl.glViewport( 0, 0,
14, 12:47 pm, Mario Zechner badlogicga...@gmail.com wrote:
Hi,
just wanted to drop by to tell you about a nice little bug i just
encountered on my droid. Here's some sample code:
@Override
public void render(Application app)
{
GL11 gl
Hey Michael,
http://groups.google.com/group/android-developers/browse_thread/thread/064ebeaa6401#
hope that helps :)
Ciao,
Mario
On 13 Mrz., 05:17, MichaelEGR foun...@egrsoftware.com wrote:
Also I just want to point out that the community driven LWJGL desktop
Java binding has already
time.
On 13 Mrz., 11:29, Mario Zechner badlogicga...@gmail.com wrote:
Hey Michael,
http://groups.google.com/group/android-developers/browse_thread/threa...
hope that helps :)
Ciao,
Mario
On 13 Mrz., 05:17, MichaelEGR foun...@egrsoftware.com wrote:
Also I just want to point out
Cool. Thanks for the flowers. The thing is apache 2 licensed so you
are free to do with it whatever you want. It's not rocket science
after all :). I'm not such a big fan of lwjgl but the more libraries
there are out there for android the better.
On 13 Mrz., 16:19, MichaelEGR
Hi there,
i started a small project over at google code that provides you with
bindings for OpenGL ES 2.0 in Java. I started just a couple of hours
ago so it's not finished yet. The project includes the original
GLSurfaceView plus all the helper classes from the latest Eclair build
as well as a
., 15:56, Mario Zechner badlogicga...@gmail.com wrote:
Hi there,
i started a small project over at google code that provides you with
bindings for OpenGL ES 2.0 in Java. I started just a couple of hours
ago so it's not finished yet. The project includes the original
GLSurfaceView plus all
Extremely well written post Bob, thanks a lot for that. I can totally
agree to your statements and can confirm that the bottleneck in games
is not the Dalvik VM and therefor Java for almost all parts of a game.
What kills performance at the moment is way down in the chain at the
hardware level.
I'd also be interested in the java bindings. A not so precise time
estimate would suffice so that i can decide wheter i write my own
bindings or not.
On 10 Mrz., 16:17, scott19_68 sw.cop...@gmail.com wrote:
So, with GL ES2.0now present in the NDK r3, how much longer until
the Java bindings are
?http://code.google.com/p/skorpios/
Might be neat to cooperate or share techniques or something.
On Mar 9, 7:11 pm, Mario Zechner badlogicga...@gmail.com wrote:
While it's not nearly as full featured as XNA i started working on
something similar to XNA. It allows you to develop your games
control interface set to call high level
methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
etc..
On 10 Mar, 11:00, Mario Zechner badlogicga...@gmail.com wrote:
Very cool! didn't know about that. I try to get in contact with the
author.
On 10 Mrz., 02:31, Lance Nanek lna
While it's not nearly as full featured as XNA i started working on
something similar to XNA. It allows you to develop your games mostly
on the desktop and deploying it to your Android device with just a
couple of lines that instantiate a special Activity subclass. It's
based on OpenGL and allows
I'd be interested in such knowledge too :)
On 9 Mrz., 19:15, Robert Green rbgrn@gmail.com wrote:
I just gotta ask...
Does anyone have any knowledge of an upcoming ADC3? :)
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to
For this you want to use the AudioRecord class (http://
developer.android.com/reference/android/media/AudioRecord.html). The
read methods will return you pure PCM samples in either 8-bit or 16-
bit mono or stereo depending on what you set in the constructor of the
AudioRecord. The 16-bi PCM
Awesome! OpenGL ES 2.0 support in the NDK! Any eta for the Java
bindings?
On 9 Mrz., 00:27, Xavier Ducrohet x...@android.com wrote:
Hello everyone,
As you may have seen on our blog this morning, we have released a new
version of the NDK (revision 3).
Release notes are available
I just received the confirmation e-mail. Seems like my new shiny Nexus
One is on its way! Thank you google! Here's the full e-mail (minus my
personal data)
Dear Mario,
We’ve received your information for the Android Market Device Seeding
Program and have successfully validated the Google Order
It's not so much an issue of gestures that may be impossible to
recognize on certain screens but more that the API exposes
functionality that is broken on all screens at the moment. Especially
the coordinate flipping/confusion is something that can't be solved
according to Dianne. And it is
On Jan 29, 6:03 pm, Mario Zechner badlogicga...@gmail.com wrote:
Thanks, i stubled upon your blog today and already found a lot of
usefullcodethere. I guess that's how you arrived at this post :)
It's kind of a sad situation really. I'd love to use android to it's
full potential but it seems
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