One thing to watch out for is that the GL debug flag has no effect if
you are using the android.opengl.GLES** classes to make your GL calls.
If you're using these classes, you have to check for errors manually,
like so:
/**
* Throws {@link GLException} if {@link GLES11#glGetError()}
* returns anything other than {@link GLES10#GL_NO_ERROR}
*
* @throws GLException
*/
public static void checkGLError() throws GLException
{
int err = GLES10.glGetError();
if( err != GLES10.GL_NO_ERROR )
{
throw new GLException( err );
}
}
Ryan
On Jan 20, 2:25 pm, pedr0 <[email protected]> wrote:
> Hi at all,
> I have some strange behavior issues on texture-mapping with OpenGL ES
> 1.1
>
> 1)This is the right picture (Samsung Galaxy S):
> http://i.imgur.com/j00Zy.png
>
> 2)This an wrong picture (HTC Magic):
> http://i.imgur.com/P8NCW.png
>
> 3)This is another wrong picture (Ideos):
> http://i.imgur.com/aOAza.png
>
> I am very disappointed for that, could someone help me?
> I have mapped a texture in a Sphere using OpenGL ES 1.1, the OpenGL
> need version is write in the AndroidManifest.xml file.
>
> In the 2th case I can read a lot of this message:
>
> E/libEGL ( 2372): called unimplemented OpenGL ES API
>
> I configured the checkError flag in OpenGLViewRender, but I cannot see
> the OpenGL call which
> cause this message.
>
> Thanks a lot in advance.
>
> pedr0
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