Please note that this feature is experimental, with bugs, limitations and no support currently.
On Sun, Feb 15, 2009 at 10:01 AM, [email protected] <[email protected]> wrote: > > i am interested in this also, but haven't spent any time on it. just > some thoughts... are you making all the usual gl calls? like clearing > your buffers, setting up your view and projection, enabling textures > and then flipping the buffer at the end... repost if you find any > resolution. > > 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 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... > > > > -- Romain Guy Android framework engineer [email protected] Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

