Have you set bounds before the draw?
a drawable will not draw unless set bounds has been called.

On Feb 13, 8:20 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 a Canvas based on OpenGL, and then
> when I draw into that canvas, it is redirected to the opengl
> surface...
>
> something like this:
>
> if (GL != null)
>    myCanvasGL=new Canvas(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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