I'm skipping generated id's smaller than 0 now. It indeed feels like it's just a hacky workaround, but it'll do for now. Thanks anyway :)
-Borsty On 31 Mai, 14:36, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote: > I suspect that someplace you have a check for the texture ID being < 0 > and if it is you're treating it as an error and not uploading the > texture. While this might seem like a valid check I don't believe it > is. What you're seeing from the emulator is likely driver specific. It > could be that the emulator is using a software renderer and it's > returning back and index but the Milestone driver could be returning > back a pointer that has been cast to an int. > > Leigh > > On 5/30/2010 12:38 PM, Borsty wrote: > > > > > > > Thanks for your reply! > > > I've never seen any egl* method, probably because I'm using custom > > GLSurfaceView and Renderer subclasses. > > So I can't check what they return. > > > I call glGenTextures() inside the onSurfaceCreated() method that's > > being called from the GLSurfaceView thread so yes. > > Contexts seem to be alright, when I change the order of textures > > loaded, the first 4 (with the positive id's) always work nicely, no > > matter what size they are. > > > Generating texture id's on the fly return the same id's in the same > > order, from the 4th on I get negative values. > > > On 30 Mai, 15:23, Leigh McRae<leigh.mc...@lonedwarfgames.com> wrote: > > >> Looks like you cut the original post in your reply so I am not sure what > >> the exact problem is but here are some gotchas. > > >> - make sure your context is valid. Milestone eglChooseConfig doesn't > >> work correctly. > >> - are you calling from the same thread? > >> - a negative id isn't invalid since I suspect the int is really a > >> unsigned int > >> - check return codes for errors for all your EGL calls > > >> Leigh > > >> On 5/30/2010 8:44 AM, Borsty wrote: > > >>> Could anyone check what glGenTextures() generates? > >>> I still can't find any solution to this problem, and putting every > >>> possible texture into a big one is no option for me. > > >>> Something must be going on here :S > > >>> I'm running Android 2.1-update1 on my Motorola Milestone if that's > >>> important. > >>> Other games seems to work flawlessly with (at least that's what I > >>> think) way more than just 4 textures :) > > >> -- > >> Leigh McRaewww.lonedwarfgames.com > > -- > Leigh McRaewww.lonedwarfgames.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en