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?
-- 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

