Still have this outstanding issue I think. Can't recreate because I
don't make enough money to buy all the phones that my app fucks up on.

It might be solved, but I did it using a solution I'd prefer to do
better. Basically I'm assuming that it's texture corruption, because
the OS isn't guaranteed to keep things in texture memory around. Right
now I reload textures on every onSurfaceChanged() call which puts a
delay in there, but should ensure free textures whenever it's
visible.

Basically what I'm trying to figure out is how do I quickly test if a
texture needs to be reloaded. I can easily adapt this for all textures
used in my app, I just need to know how do I ask the question "Is
opengl texture id #x still valid?" I don't want to force reloads
everytime they might be corrupt, I'd rather do it on a texture by
texture basis and test only in the situations where they might have
gone corrupt, to minimize any user delays.

Adam



On Aug 14, 3:41 pm, HaMMeReD <[email protected]> wrote:
> A user sent me a screenshot of visual artifacting on droid. Apparently
> it only happens with multi-texturing enabled.
> --> Screenshot:http://adamhammer.ca/images/stories/cap201008140037.jpg
>
> If I understand correctly though the GPU in the Droid 1 is ES2.0
> Compliant, so it should have at least 2 texture units, any idea why
> I'm getting this weird look in my app on the Droid 1?
>
> Adam

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