Just in case it helps anyone, I worked around this by simply drawing the strips individually. Contrary to what I expected, I think I actually see an improvement in performance.
On May 26, 8:58 am, Sundog <[email protected]> wrote: > Hello, I'm having trouble with something that should be > straightforward and was hoping someone who has been down this road > could help. > > I'm simply drawing a 32 by 32 (float) vertex (3d but flat for testing) > square surface by drawing it as 31 linked triangle strips. I'm linking > them by four degenerate triangles at the end of each strip as follows: > repeat last vertex of this row, first vertex of next row, repeat first > vertex of next row, second vertex of next row. My examination of the > numbers I'm feeding OpenGL don't reveal anything amiss. > > What happens is that some triangles don't draw; I am assuming they are > invalid for some reason I can't see. This happens at any resolution 8 > x 8 or larger, with a different pattern for each size. Apparently > something is interfering with the drawing of certain triangles. > > I MIGHT have missed something poring over these numbers, but I don't > think so. Does anyone have a clue? Could it be caused by using floats > instead of fixed point? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

