Hi, I'm not an OpenGL expert but I suspect that the confusion may be that you are using the fixed point vertex arrays (passing GL_FIXED to glVertexPointer for instance) to set up your vertex co-ordinates. This is probably a good thing as it should be faster to use fixed point rather than floating point on hardware that does not have floating point acceleration but in the case of fixed point the numbers are represented as a 32 bit int where the top 16 bits are the integer part and the bottom 16 bits the fractional part.
Hence to set a value of 1 you actually need to use an integer value of 0x10000 (ie 65536) for your vertex value. Thus the values you need are apparently much larger than you were expecting. Take a look at the API demos cube.java to see what I mean. On Aug 25, 4:54 am, harish android <[email protected]> wrote: > Hi All, > I am new to Android andOpenGLworld. > > I've created a new ap usingopenGLES. ( I am not able to find a > option to send attachment of package to group, so that youi can see my > code and sugest me wherei made a mistake). > > Android Simulator LCD size is 320 x 455 and i've set same size > forOpenGLViewport. > > But For creating visible rectangle i've to use vertices, which are of > very high value. > > e.g. > > int vertices[] = { > -20000,-20000,0, > > -20000,20000,0, > > 20000,20000,0, > > 20000,-20000,0 > > }; > > why is it so, when screen size id 320 x 455?? > Please clarify my this doubt that may solve my many other problems. > Regards, > > Harish Haswani --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

