Hi, I got an issue while rendering a number of meshes on a GlSurfaceView renderer: The meshes are sometimes broken or are not updated on screen during my render call. The whole 1.6 application is running single threaded, rendering is done with vertexpointers like this:
glVertexPointer(3, GL10.GL_FIXED, 0, (IntBuffer)_pMesh.getBufferVtx()); It looks a bit like the native interfaced get spammed by my render calls and do not get enough time to natively actually draw the data? It behaves completely the same on emulator and an actual phone. I am using the rendering pipeline on a PC project as well were is works absolutely fine. I begun feeling really desperate and dumb because I can't get this working properly since days. :( Thank you! -- 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

