Take a look at the sprite drawing code in the apps-for-android code
here

http://code.google.com/p/apps-for-android/

You will see how you go about drawing a bitmap onto the OpenGL
surface. Trying to explain the steps required to re-implement your
sample code in Android might have seemed a bit of a big job hence no
replies.

I have implemented an abstraction for line drawing in my BulletML demo
which lets you switch between Canvas and OpenGL here:

http://code.google.com/p/netthreads-for-android/

This only handles line drawing though. It's not easy to get your head
around this stuff. I spent a lot of time  stumbling around towards a
solution.

Al.

On Jun 30, 10:05 pm, TjerkW <[email protected]> wrote:
> Nobody can help me?
>
> On 18 jun, 14:12, TjerkW <[email protected]> wrote:
>
>
>
> > Hello All,
>
> > My game runs fairly well on my phone, but i want to increase the
> > performance by usingopengl.
> > However currently i use the Canvas.
> > I am a beginner inopengl.
> > I have to port all my drawing code toopengl. However can somebody
> > give me directions.
> > For example how do i do the following inopengl:
>
> >                         c.save();
> >                         c.scale(0.3f+scale, 0.3f+scale, width/2, height/2);
> >                         c.drawBitmap(
> >                                         bMsg.bitmap,
> >                                 width/2 - bMsg.bitmap.getWidth()/2,
> >                                 dy+height/2 - bMsg.bitmap.getHeight()/2,
> >                                 MESSAGE_PAINT
> >                         );
> >                         c.restore();
>
> > And why cant i just use Canvas as an abstraction layer (facade) foropengl.
> > An implementation of canvas could call the correctopenglmethods in
> > order to render.
> > Why do i have to port all my code. I thought the canvas was a good
> > abstraction interface to a drawing surface,
> > why do i have to bother withopengl?
>
> > It looks like this is possible, when is see the following contructor:
> > "public Canvas (GL gl)"
> > Also the this seems usefull.
> > SURFACE_TYPE_GPU        Surface type: creates a surface suited to be used
> > with the GPU
>
> > So what should i do?
> > Re implementing the GamePainter completely and callopenglfunctions
> > directly?
> > Or is there some kind of abstraction mechanism, so that i can useOpenGLwith 
> > just a few lines of code?
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