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

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