Do you have to use 8 bits for each of RGB? Surfaces and textures on many Android devices only support 565, as has often been reported in this group. What has not been so clearly reported is what goes wrong if you specify the wrong (unsupported) values. Are you checking for EGL error codes after setting this configuration?
On Dec 27, 4:15 pm, Bram Stolk <[email protected]> wrote: > Hi, > > I am experience flicker in the visuals, which after some > investigation, turns out to be caused by drawing taking place in the > FRONT buffer, instead of the BACK buffer. > > I've found this old thread on this > issue:http://groups.google.com/group/android-developers/browse_thread/threa... > > I can see the flicker happening, even with absence of any touch > events. > Visuals that are overdrawn later in the frame are briefly visible none > the less. > The only way I can explain this behaviour is that the drawing occurs > in the front buffer. > > Some details on my code: > - I use OpenGL ES2 > - NDK r7 > - Device: Acer Iconia Tablet running Android2.3 > - Using NativeActivity, with all-C code, no java code > - Using this spec for choosing GL config: > const EGLint attribs[] = { > EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, > EGL_SURFACE_TYPE, EGL_WINDOW_BIT, > EGL_DEPTH_SIZE, 16, > EGL_BLUE_SIZE, 8, > EGL_GREEN_SIZE, 8, > EGL_RED_SIZE, 8, > EGL_ALPHA_SIZE, 8, > EGL_NONE > }; > - Only do glClear(), one glDrawArray with LINES, and one glDrawArray > with TRIANGLES per frame. > - Use eglSwapBuffers() at the end of my engine draw func. > > Any tips on how I could fix this? > > thx, > > Bram -- 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

