Leigh was right: we need more details. In the meantime, all I can offer is that a famous 'gotcha' when using OpenGL is that OpenGL has a reputation for reacting poorly when you mix float and fixed point. That is, you should specifiy all your vertices in floating point, and use the floating point APIs with them, AND use floating point for the matrices. Or use fixed for all. But mixing is risky.
If you are using floating point for your vertices but fixed for your identity matrix, that might cause the problem. But we could say more if we could actually see that the problem is: "seems to be unhappy" is not enough to go on. On Jun 23, 2:05 pm, satlan esh <[email protected]> wrote: > I have an OpenGL app that manipulates it's geometry in screen space to > acheive some effects, and therefore bypasses OpenGL's matrices by > setting modelview and projection to identity. For some reason, > Android's OpenGL implementation seems to be unhappy with this, and > doesn't draw anything. > > The same app, compiled from the same code base, works fine on windows > and on iPhone. If I load the app's projection matrix into GL's matrix, > and multiply it's inverse with the final geometry prior to drawing it > (which is effectively a no-op) it displays correctly. > > App is native and OpenGL is 1.x if it matters. > > Any ideas why is that so? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

