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... --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

