Ah sorry for long response time. Anyway, I went back to the problem
and started using GLSurfaceView instead and it works with the current
setup.
With the GLSurfaceView, where am I supposed to implement
onTouchListener? Since if I make the "starting" activity to implement
the onTouchListener, it never gets called on touch evens.

Any tips what/where it should be implemented?

Cheerio for all the tips.

On 9 marras, 17:51, Robert Green <[email protected]> wrote:
> Ah, I didn't realize how you were initializing GL.  I'm bad at the EGL
> config stuff which is why I just use GLSurfaceView.  I'm wondering if
> your problem is there?  Consider trying GLSurfaceView and let me know
> the results.  Otherwise, you may want to debug your init to make sure
> that it's correctly initializing a GL context and surface on the
> device.
>
> On Nov 9, 6:35 am, Mika <[email protected]> wrote:
>
>
>
> > Hi Robert,
>
> > Will do. Here goes.
> > First part is the "sizeChange()" when Android screen size changes and
> > it gets called when the application launches. I'd thought I'd paste in
> > the EGL stuff too, not all of it but some of it since it kind of
> > relates to the initialisation. But yeah, the problem still is there.
> > Itworksfineon emulators but not on the actual device.
>
> > All the code from below in PasteBin again for easier reading 
> > (http://pastebin.com/m484eafe6).
>
> >         //OPENGLINITIALISATION
> >         _screenWidth = w;
> >         _screenHeight = h;
>
> >         gl.glViewport(0, 0, _screenWidth, _screenHeight);
> >         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
> > GL10.GL_FASTEST);
>
> >         gl.glClearColor(0, 0, 1, 1);
>
> >         gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
> >         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
>
> >         gl.glMatrixMode(GL10.GL_PROJECTION);    // setupOpenGLworld
> > coordinates to match screen coordinates
> >         GLU.gluOrtho2D(gl, 0, (float)_screenWidth, (float)_screenHeight, 0);
> >         // trying to match world coordinates to screen coordinates (tried
> > using (int) too.. no changes :/)
>
> >         // BEFORE RENDERING:
> >         gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
> >         gl.glMatrixMode(GL10.GL_MODELVIEW);
> >         gl.glLoadIdentity();
>
> >         // EGL HELPER CLASS THAT TAKES CARE OF GETTING THE CONTEXT FOROPENGL
> > AND ALL THAT SHAZAM
> >         private EGL10 _EGL;
> >         private EGLDisplay _display;
> >         private EGLSurface _surface;
> >         private EGLConfig  _configs;
> >         private EGLContext _context;
>
> >         // EGL INIT
> >         int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 0,
> > EGL10.EGL_NONE };
> >         _EGL = (EGL10) EGLContext.getEGL();
> >         _display = _EGL.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
>
> >         int[] version = new int[2];
> >          _EGL.eglInitialize(_display, version);
> >         EGLConfig[] configs = new EGLConfig[1];
>
> >         int[] num_config = new int[1];
> >         _EGL.eglChooseConfig(_display, configSpec, configs, 1,
> > num_config);
>
> >         _configs = configs[0];
> >         _context = _EGL.eglCreateContext(_display, _configs,
> > EGL10.EGL_NO_CONTEXT, null);
>
> >         _surface = null;
>
> > But yeah, if anyone knows what's going on or knows what I'm doing
> > wrong I'd be mighty grateful. I feel pretty lost with this one.
>
> > Cheers again guys.
>
> > On 9 marras, 00:14, Robert Green <[email protected]> wrote:
>
> > > I had a problem with Ortho on my phone vs on theemulatorat one point
> > > as well.  Could you post more of your GL initialization code?  My
> > > problem was something dumb like I was calling orthox using actual
> > > screen dimensions when I needed to either use fixed point there or use
> > > orthof.
>
> > > On Nov 8, 3:34 pm, Mika <[email protected]> wrote:
>
> > > > Hello everyone. Running into REALLY interesting problems withOpenGL
> > > >ES. Basically when I start my program in 1.5 or 1.6emulator, itworks
> > > > justfinebut on HTC Hero 1.5 it does not. The problem is that the
> > > > vertices are not being rendered but the gl.glClear() command is
> > > > working justfine. I followed in with the debugger and it does go into
> > > > the rendering function and such but still not rendering the
> > > > vertices...
>
> > > > Here is the code in PasteBin (easier to 
> > > > read:http://pastebin.com/m706686e6
> > > > )
>
> > > > And here is the same thing pasted here:
> > > > // VERTICE INIT
> > > > int one = 65536;
> > > > int half = one / 2;
> > > > int vertices[] = {
> > > > -half, -half, half, half, -half, half,
> > > > -half, half, half, half, half, half }
>
> > > > ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
> > > > vbb.order(ByteOrder.nativeOrder());
> > > > mVertexBuffer = vbb.asIntBuffer();
> > > > mVertexBuffer.put(vertices);
> > > > mVertexBuffer.position(0);
>
> > > > // AND IN RENDER
> > > > gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
> > > > gl.glColor4f(1, 0, 0, 1);
> > > > gl.glScalef(50, 50, 1);
> > > > gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
>
> > > > Also I got my projection set in 2D ortho projection to match screen
> > > > coordinates so that's why scale to 50,50 to actually make a bit
> > > > bigger. I've tried using glDrawElements and glDrawArrays and nothing
> > > > on the actual phone butworksperfectlyfineon the actualemulator.
> > > > Any ideas where I might be going wrong? Why is the actual phone not
> > > > rendering the vertices like theemulatoris? Am I missing something
> > > > completely here?

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