the simple way is to use a relativelayout as a base, add the
glsurfaceview, and the regular canvas surfaceview on top of that.
the only thing is that opengl uses a different coordinate system than
the canvas, so you'll have to adjust your math accordingly.

On Mon, Sep 5, 2011 at 11:35 PM, Indicator Veritatis <[email protected]> wrote:
> If that were a good thing to do, then why do you think the online
> Javadocs for Android recommend using GLSurfaceView or SurfaceView?
>
> It really is much simpler if you do not try to mix the APIs. The two
> classes above help you keep track of a lot of OpenGL details, so you
> should use them; but if you then mix them with the
> android.graphics.Canvas API, then how will the two APIs keep track of
> what the other does to the Canvas?
>
> Somewhere I think the Javadocs specifically warn against trying this,
> but I can't remember where it is now.
>
> On Sep 5, 7:19 pm, Dancing Fingers <[email protected]> wrote:
>> Does any one know if you can map a View canvas onto an OpenGL surface
>> in Android?
>>
>> Just curious.
>>
>> Chris
>
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