We ran into an issue with the drivers for the Droid that cause a
SIGSEGV if using VBO's.  The workaround is to use standard buffer data
on the Droid.  Turns out the same issue appears to exist with the
NexusOne.


On Jan 14, 8:14 am, markusn82 <[email protected]> wrote:
> Hi,
>
> I'm nearly ready to publish my OpenGL game. I've been browsing this
> newsgroup and I've seen quite a few posts regarding crashes, blank
> screens, etc when running an OpenGL application on the Droid. I have
> three questions:
>
> 1) What are some common pitfalls that occur when trying to support the
> Droid/Nexus One? So far, I've tested my game on the Android 2.0
> emulator (both WVGA & FWVGA) and everything works fine but I'm still
> paranoid.
>
> 2) I've placed my textures (png) in the assets folder. Will these
> images be pre-scaled automatically? I've read about specifying density
> independent images for resources but do the same rules apply for
> images stored in the assets folder? I'm afraid that pre-scaling will
> cause my textures to become non-power of 2.
>
> 3) What additional strategies have developers been taking to ensure
> their application works on the newer devices when they only have
> access to G1/G2 hardware?
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