I've run into a very strange problem regarding OpenGL texture outputs, which only occurs when the app is resumed (particularly when leaving after pressing Home, and going back into the app).
I'm not sure how or why, but it appears to be that it's reading bitrate of the pixels incorrect, or something else entirely. Furthermore, this issue only occurs on the device itself (testing on my G1/Dream), not on the emulator. Code as well as example screenshots in the zip file show exactly what I'm talking about. And to completely replicate the issue I've included the 2D sprite object framework I've developed for OpenGL so the situation is exactly the same as what I've run across when developing my game, so if it's somehow an issue in my framework you may be able to spot it. Here is the link to a test example project with included screenshots: http://a.imagehost.org/download/0828/BrokenTexture.zip I've been told this may be a bug in the device's openGL driver, but we can't be sure until further testing and analysis is done. Another important thing to note (with extensive debugging on my part, and visually noticeable) is after resuming the app, the texture draws correctly on the first frame; after that the texture is 'broken'. Any thoughts on this would be greatly appreciated. Also, this has been tested on multiple ROMs, including HTC ADP 1.5, first T-Mobile OTA 1.5, and latest T-Mobile OTA 1.5. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

