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 -- 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

