Hi Dianne, On Dec 11, 11:15 pm, Dianne Hackborn <[email protected]> wrote: > On Sat, Dec 11, 2010 at 2:30 PM, Phil Endecott < > > [email protected]> wrote: > > Re uses-gl-texture, there are some other OpenGL features that an app > > might want to test, including the number of texture units and the > > number of user-defined clip planes. The app I've just released works > > on PowerVR hardware but not on Tegra because of this, and it would be > > great to be able to advertise this in the manifest. > > It is really hard to have a way for an application to consistent specify > this kind of information in a way that will consistently work.
If you can describe supported texture formats, I would think this is very similar, no? > For the most > part, you really should be looking at Android development as PC development, > and adjust at runtime for the environment you are in. Well I don't do PC development, I do iPhone development, where I only have one OpenGL implementation to worry about. My recently-ported app works on those Android devices that have the same hardware as the iPhone, i.e. the PowerVR. That's certainly the majority of interesting devices at present. Yes, I could change the code to work on other hardware and I probably will eventually do so; the main obstacle is the need to buy a lot more phones for testing (I've already spent > £1300 on Android devices and it looks like that will take a few years to recoup at current sales levels). In the meantime, it would be great if users with incompatible devices could not buy the app in the market, rather than having to use up my pathetic 325 characters of description with hardware compatibility information. -- 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

