You can just do one square billboard positioned such that it is
directly in front of the frustum.  The texture can be transparent and
you just draw what you want to have show up.  That will be only 2
additional polys for the 2D.

On Dec 2, 9:56 am, fcalzada <[EMAIL PROTECTED]> wrote:
> Yes i thought about it, but it's gonna take some 3d resources... and
> my application is already quite heavy in vertices number
>
> On Dec 2, 3:51 pm, Robert Green <[EMAIL PROTECTED]> wrote:
>
> > In desktop 3D stuff I've always just created billboards and drawn to
> > the textures for them.  I'm sure this same technique would work.
>
> > On Dec 2, 4:29 am, fcalzada <[EMAIL PROTECTED]> wrote:
>
> > > Hi,
>
> > > I'm having the same issue, I tried hard but without success.
> > > Did you find a workaround ?
>
> > > thanks
>
> > > On Nov 20, 1:57 pm, petunio <[EMAIL PROTECTED]> wrote:
>
> > > > Hi
>
> > > > I am porting an application based on the sdk 3.0, and I am having
> > > > countless problems...
>
> > > > now, I am struggling trying to put 2D graphics on top of a 3D scene...
>
> > > > After a lot of headache, I managed to create a opengl context, which
> > > > now works, but when I try to put 2D graphics on top of it, this is
> > > > what happens:
>
> > > > public void drawFrame(GL10 gl)
> > > > {
> > > >                 //view is a SurfaceView, and the value is not null !
> > > >                 mySurfaceHolder=view.getSurfaceHolder();
>
> > > >                 Canvas c=mySurfaceHolder.lockCanvas();
>
> > > >                 //this is where I wanted to place my 2D drawing, but
> > > > after the above line, this is
> > > >                 //what I got in the Log:
> > > > //11-20 12:52:02.508: ERROR/SurfaceComposerClient(490): eLocked set
> > > > when entering lock_layer(), //layer=1 (lcblk=0x410420a0),
> > > > state=00000020
> > > > //11-20 12:52:02.598: ERROR/SurfaceHolder(490): Exception locking
> > > > surface
>
> > > >                 mySurfaceHolder.unlockCanvasAndPost(c);
>
> > > > }
>
> > > > Any help would be very appreciated
>
> > > > Thanks!
>
>
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