There is an ARM MALI400 in SAMSUNG GALAXY S2 as a GPU, Maybe it's MALI's problem? Other devices u tested ok maybe use another GPU such as Qualcomm Adreno
On 9月5日, 下午7时03分, emanuele padula <[email protected]> wrote: > Thank you Christopher. I'll do some test regarding the mipmapping, but i'm > not sure that it will work. Thank you for you suggestion. > > 2011/9/5 Christopher Van Kirk <[email protected]> > > > > > I'm seeing a similar problem on that device, but I haven't spent any time > > looking for an answer yet. I see that you're using VBOs...I've read > > somewhere that some devices have trouble with them but I don't know if it's > > true or which devices might be affected. I also know that in my case I'm > > also using VBOs, but I'm not rotating the texture, I'm stretching it without > > a mipmap, and it's a JPEG. > > > Sorry couldn't be more help. > > > On 9/5/2011 10:15 PM, pad wrote: > > >> Hi, > >> I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure > >> out if the problem is my code or of this device!! > > >> ON ALL OTHER PHONES IT WORKS GREAT!! > > >> I'm Using ONLY OpenGL 1.0. > > >> The problem is that with the code below my game cannot draw the object > >> that need rotation (the objects are not visualized on the screen). > >> Objects with no rotation (angle = 0.0) are drawn perfectly. > > >> ONLY on samsung galaxy s2 the rotated images are not visualized on the > >> screen. There is some bug in SG2 that i have to take in cosideration > >> or some specific initialization? > > >> Can you help me??? > > >> Thank you in advance > > >> public static void drawBitmap(final GL10 gl, final float x, final > >> float y, > >> final float rotate_x, final float rotate_y, final MyImage m, > >> final float angle) { > > >> // Draw using verts or VBO verts. > >> gl.glPushMatrix(); > >> // gl.glLoadIdentity(); > > >> final int indexPerTile = TextureManager.INDEX_PER_TILE; > >> final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE > >> * TextureManager.TILE_PER_ROW; > > >> if (angle == 0.0f) { > > >> gl.glTranslatef(x, y, 0f); > >> gl.glScalef(m.scaleWidth, m.scaleHeight, 1); > >> m.fx.grid.drawStrip(gl, true, indexRow, > >> indexPerTile);// the > >> code of this method is below > > >> if (m.alpha != 1 || m.red != 1 || m.blue != 1 || > >> m.green != 1) { > >> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); > >> } > > >> } else { > > >> final float xt = rotate_x; > >> final float yt = rotate_y; > >> gl.glTranslatef(xt, yt, 0f); > >> gl.glRotatef(-angle, 0f, 0f, 1.0f); > >> gl.glTranslatef(-xt + x, -yt + y, 0f); > >> gl.glScalef(m.scaleWidth, m.scaleHeight, 1); > > >> m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the > >> code of this method is below > > >> if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green != > >> 1) { > >> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); > >> } > >> } > > >> gl.glPopMatrix(); > >> } > > >> public void drawStrip(final GL10 gl, final boolean useTexture, > >> final int startIndex, > >> final int indexCount) { > >> int count = indexCount; > >> if (startIndex + indexCount>= this.mIndexCount) { > >> count = this.mIndexCount - startIndex; > >> } > > >> gl.glDrawElements(GL10.GL_**TRIANGLES, count, > >> GL10.GL_UNSIGNED_SHORT, > >> this.mIndexBuffer.position(**startIndex)); > > >> }- 隐藏被引用文字 - > > - 显示引用的文字 - -- 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

