Hi robi,

the api changed a bit. Check out the Android samples.
You have to use a SurfaceView instead of a View,
something like this:

public class OpenGLAUActivity extends Activity {
        public OpenGLAUActivity() {
        }

        /**
         * Called with the activity is first created.
         */
        @Override
        public void onCreate(Bundle icicle) {
                super.onCreate(icicle);

                setContentView(new GLSurfaceView(this));
        }

        public class GLSurfaceView extends SurfaceView implements Callback {

                public GLSurfaceView(Context c) {
                        super(c);

                        SurfaceHolder holder = this.getHolder();
                        holder.addCallback(this);
                }

                @Override
                public void surfaceCreated(SurfaceHolder holder) {

                        OpenGLContext glContext = new OpenGLContext(0);
                        glContext.makeCurrent(holder);
                        GL10 gl = (GL10) glContext.getGL();

                        // set the color for the window to green
                        gl.glClearColor(0.0f, 0.8f, 0.0f, 0.0f);
                        gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

                        glContext.waitGL();
                        glContext.post();

                }

                @Override
                public void surfaceChanged(SurfaceHolder arg0, int arg1, int 
arg2,
                                int arg3) {
                        // TODO Auto-generated method stub

                }

                @Override
                public void surfaceDestroyed(SurfaceHolder arg0) {
                        // TODO Auto-generated method stub

                }
        }
}

Have fun,
Dirk


On 24 Mrz., 03:53, robi <[EMAIL PROTECTED]> wrote:
> List,
>
> I am trying to get some of the Android-GL (http://code.google.com/p/
> android-gl/) examples to work in m5 by breaking them out into separate
> Android projects then updating the code.  I thought I had fixed all
> the errors in the first tutorial but when I try to run the application
> Android does not seem to run it and goes right into the default
> Android startup screen instead of showing me a blank window.
>
> Here is the code
>
> OpenGLAUActivity.java
>
> //some package
>
> import android.app.Activity;
> import android.os.Bundle;
>
> public class OpenGLAUActivity extends Activity {
>
>          private GLSurfaceView mGLSurfaceView;
>
>     /** Called when the activity is first created. */
>     @Override
>     public void onCreate(Bundle icicle) {
>         super.onCreate(icicle);
>         setContentView(R.layout.main);
>         // Create our Preview view and set it as the content of our
>         // Activity
>         mGLSurfaceView = new GLSurfaceView(this);
>         setContentView(mGLSurfaceView);
>     }
>
>     @Override
>     protected void onResume() {
>         // Ideally a game should implement onResume() and onPause()
>         // to take appropriate action when the activity looses focus
>         super.onResume();
>     }
>
>     @Override
>     protected void onPause() {
>         // Ideally a game should implement onResume() and onPause()
>         // to take appropriate action when the activity looses focus
>         super.onPause();
>
>     }
>
> }
>
> GLSurfaceView.java
>
> some package
>
> import android.content.Context;
> import android.graphics.OpenGLContext;
> import android.graphics.Canvas;
> import android.view.View;
>
> import javax.microedition.khronos.opengles.GL10;
>
> public class GLSurfaceView extends View {
>         private OpenGLContext glContext;
>
>         public GLSurfaceView(Context c) {
>                 super(c);
>                 glContext = new OpenGLContext(0);
>                 GL10 gl = (GL10)glContext.getGL();
>                 // set the color for the window to black
>                 gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
>         }
>
>         protected void onDraw(Canvas canvas) {
>                 GL10 gl = (GL10)glContext.getGL();
>
>                 glContext.waitNative();
>                 // clear the color buffer
>                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
>         }
>
> }
>
> Any help would be greatly appreciated.
>
> Thanks,
>
> R
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