[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-17 Thread Indicator Veritatis
First of all, I assume you meant LabelMaker.java, not LabelMaker.html, since only the former is at the SDK example link you provide. But more importantly, LabelMaker.java does NOT mix OpenGL calls and SDK graphics calls (i.e. from android.graphics package). LabelMaker.java uses only OpenGL. That

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-17 Thread Leo
Hi Veritatis, Yes, I meant LabelMaker.java. Sorry typo. I don't mix the two. I only use OpenGL. I didn't know what you were referring to when you said graphics canvas + opengl mixing. The LabelMaker.java uses the graphics canvas and paint but it is to create a bitmap and texture binding for

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-16 Thread Leo
Hi Dianne, I will post a sample code in android sometime soon. I have problem in my opengl app: Basic logic is as follows: drawframe() { if (time 400) { // step 1 drawobjects(); } else if (time 800) { //step 2 draw sprite text(); } } I first draw the text using GL10 in step 1, then I

Re: [android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-16 Thread Dianne Hackborn
Sorry, I can't help you with OpenGL. One thing though -- you need to redraw the entire screen for each frame. A frame won't be shown until you are done drawing it. You can't draw a partial screen and have that shown and then draw more on top of it. You need to draw everything each time. On

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-16 Thread Indicator Veritatis
It is not a good idea to mix on the same surface, draws using OpenGL and draws using the SDK's graphics. That is asking for confusing bugs -- like what you are seeing. Nor should it be necessary, as OpenGL supports drawing text. That said, I cannot assert with any certainty that this is the cause

Re: [android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-16 Thread Dianne Hackborn
Oh sorry I missed that he was trying to mix Canvas drawing with OpenGL. If so... yes, do not do that. The result is undefined. Increasingly a drawing target for OpenGL will be in some wacky frame buffer layout that makes sense for the hardware, so can't be touched sanely with software drawing.

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-16 Thread Leo
I use code similar to this for my step 2. http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/LabelMaker.html The whole SDK example is there under the spritetext

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-13 Thread Leo
Hi Dianne, That page lists what each version number's code name is but that is not I am seeking. I have more fundamental question. Say if I have opengl GL10 calls in my app and I have set minSDK level to 4 and targetSDK level 5 in my manifest and the app runs on a phone that has 2.3

Re: [android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-13 Thread Dianne Hackborn
GL10 has nothing to do with SDK version. I really don't understand what you are asking in relation to that. You set the minSdkVersion to the minimum number you will run on. Market will filter your app from older versions of the platform. You set targetSdkVersion to the newest version you have

[android-developers] Re: Min SDK version vs target SDK vs actual android version app runs on

2011-05-13 Thread Brill Pappin
If your running in gingerbread, you get gingerbread libraries. There is no magic library selector that looks at your manifest first. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to