Perhaps I should give more information about what the app is doing. It uses a single 1024*1024 texture with type GL_UNSIGNED_BYTE. It runs a shader on the texture to perform a palette-shifting animation. The shader compiles without errors, even on the devices where the app doesn't work.
On Dec 25, 8:47 pm, Christopher Van Kirk <[email protected]> wrote: > There are many, many differences between devices when it comes to OpenGL > ES 2.0 rendering. It's a profound problem, actually, because it more or > less demands that you either buy each kind of device for testing (and > there are 600+ devices), or buy graphics engine from someone else who > has...neither of which are particularly palatable options from an > expense perspective because the value of the app is likely to be far > less than the cost of the tool or devices needed to test it. > > On 12/26/2011 9:34 AM, Michael wrote: > > > > > > > > > I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy > > S2, but only displays a black screen on the Nexus One and HTC Desire. > > The logs report no errors. Are there known differences between the > > Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other > > devices? -- 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

