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 -

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