*bump* I'm encountering this problem on my G1, but not in the emulator. Any news on this front?
On Jan 21, 4:03 pm, Patrick <[email protected]> wrote: > I'm writing some 3D rendering code, having started from the API demos > to get the SurfaceHolder and openGL initialization/refresh logic. The > actual rendering after that is not a problem. > > However, it seems that openGL does not create a surface properly. You > can see the problem in the API demo. Both the GLSurfaceView and > Translucent GLSurfaceView demos use the same Cube class to draw the > mesh, and so have the same color. But the result on screen has > inverted color channels in the translucent case. > > To make it obvious, change the colors in the Cube.java color array to > be 0x10000, 0, 0, 0x10000 on each line. In the non-translucent demo, > the cube will appear red. In the translucent demo, it will show blue. > > If the format set on the SurfaceHolder does not match the one > requested from openGL, it's obvious the phone does not do any > conversion, and simply copies the bits to the surface. That's > expected, except there seems to be no way to define them to be the > same if we want better then 565 quality. > > The non-translucent demo uses a RGB 565 format, whereas the > translucent one uses RGBA 8888. But it seems open GL creates a BGRA > 8888 instead. > > Am I missing a call somewhere to specify the channel order? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

