What exactly are your problems? Are you getting any opengl error codes? When I was having problems, I was logging the dimensions of each bitmap I was attempting to load, along with a call to gl getError or whatever that method is that checks for errors after calling a gl function. What is your GL Config? Are you using GLSurfaceView or are you configuring GL yourself?
BTW Borsty, the Adreno graphics apps probably used ATITC compressed textures which won't work on a PowerVR chip (Droid/Milestone). That's why you saw the checkerboard. On Dec 16, 3:29 pm, fwank <[email protected]> wrote: > Hello, > > I am having problems with OpenGL textures being displayed on the Acer > Liquid and Moto Milestone. My app does a lot of OpenGL rendering on > top of a camera view and runs just fine on most other phones including > the Motorola DROID (very similar to the Milestone). > > I make heavy use of VBOs although I'm worried that it may be a GL > surface view configuration issue. (BTW I cant find a good tutorial or > documentation for selecting an appropriate graphics configuration on > Android). > > Can anyone point me in the right direction? > > Thanks... -- 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

