also, are you calling canvas.setViewport()? On Feb 13, 7:20 pm, petunio <[email protected]> wrote: > Hi > > I am writing an application that uses both 2D and 3D. > > For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw > (myCanvas); > > There is a desynchronization between them > I have heard that you can create aCanvasbased on OpenGL, and then > when I draw into thatcanvas, it is redirected to the opengl > surface... > > something like this: > > if (GL!= null) > myCanvasGL=newCanvas(GL); > > and then, when I use Drawable.draw(myCanvasGL); > that drawable should be drawn into the opengl surface... > > I must be missing something, because all I can see is a frustrating > black screen... > > any ideas, please...
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