Eong,
You said you are uploading every frame just to draw text? There are
much more efficient ways to do that.
On Apr 16, 11:14 am, Eong wrote:
> I'm afraid it's not a same problem.
> My problem only happenes on Snapdragon phones.
> It's fine on Milestone or Droid. I found a few threads about t
t; screen controls.", and I just want to embedded them into my small
> engine.
> What's the version of opengl for them?
>
> On Apr 14, 3:45 am, Robert Green wrote:
>
>
>
> > It's going to depend on more factors than number of sprites. GPUs are
> > u
I get around 35 FPS on the N1 on my current 2D game in-dev. The thing
about it, though, is that it's plenty of framerate. The game feels
totally smooth at that rate and doesn't really experience significant
drops (unless you count gmail sync), even when I throw 200 particles
out into the scene.
Consider buying a book like this. It will explain everything there is
to know about OpenGL.
http://www.amazon.com/OpenGL-Reference-Manual-Official-Document/dp/032117383X/ref=sr_1_25?ie=UTF8&s=books&qid=1271244837&sr=8-25
I, like you, thought that I would learn by asking people, but it turns
out
You may want to take this to the android-platform group.
On Apr 8, 10:29 pm, xiaochun wrote:
> In android 2D UI, what's the function of opengl?
>
> graphic system draw picture and text by skia->opengl->framebuffer, so in 2D
> UI what's the function of opengl?
>
> in bootable/recovery/minigui t
It's going to depend on more factors than number of sprites. GPUs are
usually fill-bound and so the functions you use to filter and blend
have a large impact on performance. What does your test do? Does it
distribute small quads all over the screen like particle effects do?
Are the quads blended
Just wondering if anyone else has come across this. The MSM7200
(G1,Mytouch,Eris,Hero,Cliq,etc...) supports mipmapping but not
hardware mipmap generation. That's not a big deal as you can just
divide the texture by 2 a bunch of times til you're at 1x1 and it
works fine.
That works for square tex
te gets cut in half while it's happening.
On Apr 12, 2:19 pm, Mark Murphy wrote:
> Robert Green wrote:
> > 3) Background processes destroy intense game framerates, even on
> > 2.1.
>
> http://www.androidguys.com/2010/03/16/code-pollution-background-foreg...
>
> Wh
Dear Mark Deloura,
I see that you started your first day at Google today.
Congratulations on the new gig!
I thought as part of your first day as the new Android games guru, I
would make a concise list of things that make game development tough
for us full-time Android game developers.
1) Touch
In OpenGL, you need to write a text renderer. There are several
examples and implementations floating around on the web.
For example, I wrote a class that, given a font and a font size,
generates an atlas texture and stores all of the individual character
locations and metrics for me. I then use
Kirti - Get either the OpenGL superbible or the redbook. It's money
well-spent.
On Apr 12, 12:15 am, kirti kaul wrote:
> Hello,
>
> Can anybody tell me how to apply apply different textures on different
> faces of a cylinder?I am able to apply one texture which covers the
> whole cylinder.But I
ivity = activity;
> > >> > }
>
> > >> > public void handleInput( )
> > >> > {
> > >> > synchronized( gameActivity.events )
> > >> > {
> > >> > // proces events he
. That way the
> >> > garbage collector will stay calm. Also note that the design above is a
> >> > bit nasty, i would directly pass the GameActivity to the GameLogic
> >> > among other things. But that's up to you.
>
> >> > Polling i
I use raw resources for several kinds of binary files. Some times we
have a few different types that are interchangeable for a task. Is
there any way to determine the extension of a raw resource? I
normally open by using Context.getResources().openRawResource.. The
problem is that I have to hard
es. I know that there is a
> > way to pass the reference by value in Java, but am not quite clear on
> > how. Could I, for example, create my World object, then pass that
> > object to the renderer and logic objects when I create them? I did a
> > small bit of reading on this t
threading is new to me, so I really have no clue what a lock is.
>
> On Apr 9, 12:03 pm, Robert Green wrote:
>
>
>
> > It's pretty easy to do this:
>
> > I use a World to write to and read from for the two "sides." Makes
> > networking nice too.
It's pretty easy to do this:
I use a World to write to and read from for the two "sides." Makes
networking nice too. My World has a simple lock. Only one thing can
write to it or read from it at a time.
in GameLogicThread:
run() {
while (!done) {
// wait for renderer
world.getLock(); //
acechanged using passed width and height, it worked fine before, but
> not anymore.
> anyway the code on the blog look fine, i just had to declare the instanceId
> var and cast a return value to Runnable to compile it.
> i'm gonna publish a commentary with a link to your blog in the
the
> > N1
> > Thanks a lot for everything, my work would have never exists without
> > yours ! (and sorry for my poor english ;) )
>
> > On 6 avr, 22:58, Robert Green wrote:
>
> > > That occasional lock-up started happening constantly to me. I messed
I'm in the same boat. I'm still going to SF that week in case anyone
wants to get together after hours.
On Apr 6, 3:20 pm, kylestew wrote:
> I tried to register too late for Google IO and its already sold out. I
> really wanted to go this year and don't care about getting a free
> phone. Anyone
lay and context on
orientation changes which seems to make the Droid happy. I haven't
had a single crash since I switched to that, and I've probably
reoriented 100 times since then in testing.
I'll update the post on my blog to contain all the current code.
On Apr 6, 2:57 pm, Rob
By the way - things seemed good but I'm still having the occasional
lock-up. The last one caused the phone to lock up badly enough that I
had to pull the battery :(
On Apr 6, 2:18 pm, Robert Green wrote:
> I'm in disbelief, but it works! Why does that hack work? Is it a
>
; > 2010/4/6 unixseb
>
> > > have a look at the svn repository on code.google.com/project/earth-
> > > live-wallpaper <http://code.google.com/project/earth-%0Alive-wallpaper>
> > > the hack int the glwallpaperservice class avoid some crashes with
> > &g
Hmm I wonder if this is at all related to the problems I'm having with
GL lockups on the Droid at the moment. I see a resize in there, are
you flipping orientations?
On Apr 5, 6:18 pm, Louis wrote:
> Hi, All:
>
> I am working on a app which render geometrics with VBO in NDK opengl,
> it works in
his one for a long time now !
>
> On 3 avr, 23:56, Robert Green wrote:
>
>
>
> > I've had this reported to me by a few people using the
> > GLWallpaperService code I posted. I've been debugging this for hours
> > and have so far tracked the problem down
opening keyboard multiple times back to back,
> I'll respond to your other posts with as much information I can.
>
> On Apr 5, 12:40 pm, Robert Green wrote:
>
>
>
> > Careful with that - it's not currently working correctly on Droid
> > 2.1. I've been po
Can any of the authorities step in on this? So far no one has found
or at least posted a solution to this problem. It's affecting several
of the GL live wallpapers on the market right now (just look at
comments on them - many complain of freezes on Droids)
On Apr 4, 12:19 am, Robert
Careful with that - it's not currently working correctly on Droid
2.1. I've been posting info to this group but no good responses so
far. I debugged it for over a day and can't see anything wrong with
the threading or order of egl calls. Seems like something else is
wrong...
On Apr 5, 11:29 am,
om/p/android/issues/detail?id=4283
>
> On Apr 3, 5:56 pm, Robert Green wrote:
>
>
>
> > I've had this reported to me by a few people using the
> > GLWallpaperService code I posted. I've been debugging this for hours
> > and have so far tracked the
Hey guys,
Looking for some WallpaperService EGL code that is stable when
flipping orientations multiple times on a Droid. I've been debugging
for a full day now and everything looks correct to me, yet my code is
getting stuck sometimes in eglCreateWindowSurface. It usually works a
few times and
Also Received Droid in Fargo, ND a few days ago. So that's one for
3.5 star/5000 DL and one for ADC2 top 200. Thanks Google! One
already has the 2.1 update.
On Apr 3, 3:45 pm, timedilation wrote:
> Although my Droid auto-updated to 2.1 couple of days back, I don't see
> the scrolling icons vie
I've had this reported to me by a few people using the
GLWallpaperService code I posted. I've been debugging this for hours
and have so far tracked the problem down to
egl.eglCreateWindowSurface(display, config, nativeWindow, null);
It never returns and every notifyAll() after that results in:
W/
Missing Samples: GL Live Wallpaper. There's an example of a canvas-
based live wallpaper but none of the ones that ship on the N1 or Droid
2.1 are canvas, they are all GL. Maybe one isn't, but that's not the
point. Correctly handled GL init code (especially on orientation
change) would be excel
I have the official 2.1 update on my Droid. It came OTA and installed
normally.
I observed that my 3 GL games run great on it but my 2D canvas one
does not. It feels like it lurches a bit now and it was totally
smooth on 2.0.1. Strange. I would think it would run locked at 30
but still smooth.
Nope, it's a normal Verizon Droid.
Yeah so what's the deal for us that got an ADC2 qualification and a
regular market 3.5/5000 qualification? Should I be watching for
another phone in the next week? Normally I'd keep my mouth shut and
gratefully take what I can get but I'm moving on Thursday and
Droid in Minneapolis, MN via FedEx Home Delivery
On Mar 30, 11:26 am, Matt wrote:
> Got a door tag Saturday from FedEx, but I was still sleeping at 9AM,
> and had no idea they'd be delivering it then. I called FedEx last
> night, and apparently, they are shipping these via FedEx Home so I
> coul
I got one of those yesterday as well. Here's my theory:
Someone somewhere has an account set up so that it automatically
replies to emails (vacation responder, etc)
They are subscribed to this group and receive an email
Their responder responds.
The message bounces because the group filters those
ing, since it means when the CPU wakes up after
> being stopped for an hour or whatever, you don't suddenly have a bunch if
> spurious stuff to do.)
>
>
>
>
>
> On Thu, Mar 11, 2010 at 12:23 AM, Robert Green wrote:
> > FYI - Good that you're doing it that way.
ice, but this
> issue really annoyed me.
>
> Thanks both Robert and Mario.
>
> /Perty
>
> On 24 mar, 18:37, Robert Green wrote:
>
>
>
> > In short, what mario is saying is that if you have the same vertex and
> > you want different texture coordinates for it (l
rawElements ?
>
> > For example a when creating a 3D cube, the same vertex could have
> > three different colors and three different normals depending on the
> > triangle it belongs to, so the arrays can't have (?) the same one to
> > one relationship.
>
> > So, t
Vertices, Texture coordinates, Normals and Colors have a 1 to 1 to 1
to 1 relationship. That means that for any given vertex, you can
define:
The vertex's location
The texture coordinate
The normal
The color
If you define 4 vertices (with or without any of the other attributes,
doesn't matter),
Ugh. How is this not totally fixed in 2.0+? I know it's not as bad
as 1.6- but properly implemented, touch events should have a
negligible impact on performance.
On Mar 21, 10:47 am, Mario Zechner wrote:
> I just coded up a simple performance for a project of mine and found
> that the touch eve
uch as a slide up menu or animated swirl.
>
> Thanks for your suggestion Robert I am now looking at picking up the
> books you mentioned also I see Google just officially released the ES
> 2.0 supports yesterday so like you said best not to pick up a dated
> book.
>
> Tom
That's not OpenGL. That's a Canvas method. You could use that to
draw to a texture, upload that and draw a quad with that texture on
it, appearing to be a circle.
On Mar 18, 4:34 am, tarin wrote:
> Loki,
>
> you can try this:
>
> Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
> paint.setColor(
Rocco, you're experiencing basic 2d scaling dilemma. There are
several ways you can go, each with its compromises.
The gist of it is that your game will need to work correctly on
screens ranging from 320x240 to 854x480 if you want to support every
android device. If you take off the qvga screens
to get such gigs. lol.
>
> It is pretty impressive how one developer can write a game, the aI,
> collision detection, physics, music/sound fx, and more in a couple months
> time tho. I commend you and the others that can do that. I am stuck on how
> to do graphics as well. I can't
Kevin,
First of all, let me clarify some numbers:
Your average EA game costs a lot more than 10s of thousands of
dollars. I bet no iphone port of any game cost them less than 100k to
do. I wouldn't be surprised if they spent 100k-500k on an iphone
version of an existing title. They deal with g
ver the free
> >>> quota. You do get charged if you go over your quota, but the rates, in
> >>> my
> >>> opinion, are reasonable. Same basic idea as the MySQL and Rails
> >>> suggestions.
>
> >>> No, I'm not a Google fanboy, b
Since no one else has responded I'll talk about what I did, though I
haven't gone cross-platform yet (which is why I didn't respond right
away).
I chose cross-platform technologies just in case I ever wanted to and
I know that they will work for it. What works well for me for my
leaderboards and
Tom,
I have to recommend just getting a book on the subject. I learned
most everything off of examples and documents on the web. After
several months, I finally picked up the blue book and everything I had
scoured to find is clearly demonstrated in it. Look for the red book
and the blue "superb
Yes this is about Android development :)
Well I've been planning on going to IO for months but was waiting for
my business account to get enough cash in it to go. Turned out I
waited too long and now there are no IO tickets left :(
Did anyone here buy one that they will no longer be using? I'd
Look into using Canvas to draw various primitive shapes, such as
circles, rectangles and lines.
On Mar 16, 3:26 am, massimo wrote:
> Hi,
> I would like to make a game.
> How I can make a cicle for the game? I use Eclipse
>
> I have make the new project and I have the class with the base code.
>
>
Ronnyek,
There are a few methods of picking a 3D object from a 2D coordinate.
The ones I know of are (in order of popularity):
1) gluUnProject to get a ray, then use a collision detection
algorithm to check against your object bounds
2) Use the color/depth buffer
-- This involves a special litt
Markus,
You'd be surprised by how much stuff people have running on their
phones. 2.0/2.1 seem to be better at handling it with a game but in
general, I think it's an issue of educating people to shut off sync
and certain wasteful tasks while playing games. I REALLY wish Android
would add a game
I know several of you wrote your apps and games before 1.6 was out or
before you had a trusty N1 or Droid to test on. This led to many apps
that rely on compatibility mode, that is, a width (when portrait) that
is always 320 to make things work out.
For 3D games, this made our games continue to w
I've been really wanting an extra device to run OS builds on. Also, I
get reports of people running my live wallpaper off of G1s and other
devices. Having another device for those custom builds would be
great.
On Mar 11, 12:45 am, Bob Kerns wrote:
> I suppose it's too late then, to send lots of
anding. I love you,
> Eclipse, I really do, except when you crash or that time you deleted
> every source file in my project with nary a warning.
>
> Thanks again!
>
> - Dan
>
> On Mar 10, 5:53 pm, Robert Green wrote:
>
>
>
> > Samsyn,
>
> > For mu
Samsyn,
For multiplayer synchronization, you absolutely can not count on the
current time of either device. Here's one way to handle it:
Both host and client use System.nanoTime() / 100; That gives you
a fairly accurate counter to use.
Host sends snapshots with their current time. Client a
If you want to exit, just use finish().
On Mar 10, 10:23 am, Wides wrote:
> Hi, I have a requirement to implement an Exit button in my Android
> application. I don't really care about killing the activity stack, I
> just want to have the same effect as pressing the Home button. So that
> applicat
I kind of do something like this. I set a flag to false onResume and
then set it true if the back button is hit. onPause, if that flag is
true, I know it's because my user is backing out and I can respond in
a certain way (knowing that we'll be going back to a previous
activity). The previous ac
Bluestar,
Any shared object you generate using the NDK for a previous version of
Android should be forward compatible. IE: If you compile some code
that runs fine against 2.0, it should (for the most part) also work
against 2.1.
On Mar 8, 8:35 pm, bluestar wrote:
> I create one static library(
I only have a meager 340 in this group. :)
On Mar 10, 4:57 pm, Streets Of Boston wrote:
> I don't know what determines whether you get an Android device or not.
> I have 600 msgs overall on this board (in the top 10) and about 150 in
> Android Discuss.
>
> On Mar 10, 5:53 pm, nikhil wrote:
>
>
seems to.
>
> > On Wed, Mar 10, 2010 at 3:58 PM, Robert Green wrote:
>
> >> Does answering questions on this group count? :)
>
> >> On Mar 9, 10:37 am, Streets Of Boston wrote:
> >> > This is similar to the seeding program for Android Market Deve
Does answering questions on this group count? :)
On Mar 9, 10:37 am, Streets Of Boston wrote:
> This is similar to the seeding program for Android Market Developers.
> I don't know what the criteria are to get selected for this seeding
> program (which forums, how many posts, etc.), but many mor
Marlo, I put together something just for guys like you -
http://www.rbgrn.net/content/54-getting-started-android-game-development
On Mar 9, 3:11 pm, Jiri wrote:
> This might be helpfull.
>
> http://www.anddev.org/2d_tutorial-t3120.html
>
> Jiri
>
> veel plezier. ;)
>
> On 08/03/2010 20:26, Marlo
I just gotta ask...
Does anyone have any knowledge of an upcoming ADC3? :)
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Posting a stack trace from your log would be extremely helpful: )
On Mar 8, 1:19 am, CMF wrote:
> Hi all, I have an MapView app downloaded from internet, when I tested
> it on the simulator, everything is fine, but when I installed it on my
> phone, the app stopped unexpectedly. Here is the code
Ask a lawyer. If you own copyrights and he is infringing, you may be
able to file a dmca take down request with google. So far, they have
been quick about honoring those.
On Mar 5, 4:15 pm, greenrift wrote:
> I have an app that was published last fall. Recently a developer
> published an app w
f the Android team who worked on the
> API implementation which I found easy to use.
>
> Oh well, then I will double rant on the Market problems, to keep the
> pressure on you Android Team !! :D
>
> Thanks for the info Robert.
>
> Yahel
>
> On 4 mar, 18:18, Robert
Ugh, these articles are making me out to look like I was on some kind
of expose mission.
The conversation I had with the guy was like this:
He said, "Why didn't you use dual analog joysticks?"
I said, "Because it won't work right on HTC phones. Run my test app
to see why."
And now there are 200+
For a perpendicular surface optimization, it's not about "how much"
rotation but if there is _any_ rotation. It's like this - perfectly
aligned = optimized. Anything other than perfectly aligned =
additional processing. So that would make sense as to why you're
seeing a high framerate with an or
The MSM7200 contains many optimizations to make certain types of
filling fast. I never run full screen, 512 textures with linear min
and mag on like you have in your code. Try it with nearest neighbor
on both and see how it goes.
On Mar 1, 3:10 am, Michele Scorcia wrote:
> Hi,
>
> I've found th
Oh.. yeah, you should run in the native Res by setting the supports
screen flags in the manifest and then use drawable-nodpi. Both phones
should scale the same but it depends on the manifest. I actually
think that the n1 may support non power of twos but I don't have the
extension list in front o
I don't have access to my Droid at the moment but my guess is that it
maybe didn't like that alpha bits texture parameter? Perhaps you could
just try without that. The minimal parameters that you need are the s
and t clamp method and the minification and magnification function. I
recommend testi
Actually, I just noticed that you said it works on the n1. My
previous guess is probably wrong then...
On Feb 26, 4:05 pm, Barrett_A wrote:
> I'm using GLSurfaceView to render OpengGL 3D. It works great on my
> nexus one, the emulators, and at least the G1. However, on the droid,
> the texture
Your textures are being scaled and are no longer power-of-two. Either
put them in drawable-nodpi or turn off scaling on the decoder
configuration.
On Feb 26, 4:05 pm, Barrett_A wrote:
> I'm using GLSurfaceView to render OpengGL 3D. It works great on my
> nexus one, the emulators, and at least t
not a gc issue. Also, while the buffer might get filled with
> "junk" it will still be valid floats of some sort, since the array is
> only written to from java.
>
> Best regards,
> Viktor Linder
>
> On 25 Feb, 20:08, Robert Green wrote:
>
>
>
> > Ac
arantee the graphics system has done
> > anything with the data you've passed. The point of the direct buffers
> > is to prevent copying data around all the time during these calls, so
> > the GL system could be using the memory directly much later than you
> > expect. Y
still stands. It's just
a different JNI function to get to it.
On Feb 25, 12:39 pm, Robert Green wrote:
> Let me explain something. Using directly allocated NIO buffers is a
> DIRECT LINK between Java and native. The pointer you get from (void
> *)GetDirectBufferAddress points to
Vlad and Kofa,
I have to say again that all of that high level stuff (layouts and
imageviews) is totally inappropriate for a real-time game. Consider
loading all graphics into bitmaps, running a logic thread and drawing
to a SurfaceView. You will have far superior performance and can do
anything
Let me just say that as someone with a lot of UI development
experience (in Android, SWT and Swing anyways), if you're looking to
programmatically push controls, your design is most likely wrong.
I have developed maybe 50-100 screens of GUIs and have never needed
that functionality. Consider this
lls to glBindBuffer() and allowed interleaved data which would
> > improve cache locality.
>
> > Curious; did using GL_FIXED give a large performance gain?
>
> > Thanks for your help.
>
> > /Viktor
> > On 16 Feb, 21:25, Robert Green wrote:
>
> > > Yo
; texture updates in order to get what want and have it be smooth.
> Uploading a 512x256 texture each frame may be too much.
>
> Any other ideas how I can speed this up?
>
> On Feb 23, 6:42 pm, Robert Green wrote:
>
>
>
> > If you're creating a bitmap dynamically, wr
If you're creating a bitmap dynamically, writing one byte at a time
with .put(), I wouldn't be surprised at all if it's really slow. If
at all possible, move that code into native. You can preallocate a
ByteBuffer in Java, pass it into native and work on the pointer
directly in native, then use i
Trying to loop a song for a game in MIDI and I'm getting a noticeable
gap when looping. I'm currently just using MediaPlayer like I use for
looping OGGs normally.
Is there something wrong with my file or does the current
implementation (Tested on 2.1) have a short gap in the loop?
--
You receiv
Hey guys, I'm wondering if anyone has a lead on some nice code to do a
Folder Chooser / Directory Picker? I know they wrote one at
OpenIntents but I don't want to package the whole OI thing with my app
- it'll make it bigger than I need.
I just want a nice interface for picking directories (As in
I got hit with that at first as well. Basically, an OpenGL
Implementation does not guarantee perspective-correct texturing,
though people surely would be upset if there were no option to have
it. That hint is a normal thing to have to apply to ensure that every
implementation will do its best to
Create texture geometry - 1 2D coordinate per vertex, so for your 4
verts, you could use this:
float texLeft = 0f;
float texTop = 0f;
float texRight = 1.0f;
float texBottom = 1.0f;
float texArray[] = { texLeft, texTop, texLeft, texBottom , texRight,
texBottom, texRight, texTop};
put texArray into a
That's a custom job, my friend. You will want to write this like any
normal video game, using GL or at least a SurfaceView. You will need
to track the touch movement and keep the world's position, which you
will then want to draw (clipped) along with all of the objects,
transformed to that positi
You're probably pointing something to some bad memory location
somewhere. I know you didn't post all of your real code so I can't
really say for sure but it looks to me like you may be doing something
wrong with your buffers. Here's how I do it:
-- Load --
GL11 gl11 = (GL
Droid handles better than the rest so far but my tests still showed
errors. Occasionally it still flips axis and has some small
interactions between the two fingers on near-axis touches. It's
better but doesn't seem as good as iPhone/iPod touch's screen.
On Feb 15, 5:51 pm, Dianne Hackborn wrot
If the snapdragon chip follows suit with the MSM7200, GL Lights will
cause the CPU to be involved in calculations, which is why you'll see
a big performance hit.
Check out all of these brew whitepapers from Qualcomm. They talk
about lots of that stuff:
http://www.brewconference.com/brew_2004/pdf
hone
> fairly competently, but OpenGL is new. Now I can do a couple things:
>
> 1.) Play with polygons
>
> 2.) Teach the students pictured in that article to play with polygons
> based
> on the template I now have. They'll love it!
>
> Thanks again!
> Josh Beck
>
quot; code goes into your Engine, not into
the Service. All the service really needs to do is create engines.
Engines do everything else. Follow the structure I posted and you
should be golden.
On Feb 14, 3:18 pm, Robert Green wrote:
> I guess I really should have posted an example, huh? Here&
I guess I really should have posted an example, huh? Here's the
structure that works:
public class MyWallpaperService extends GLWallpaperService {
public MyWallpaperService() {
super();
}
public Engine onCreateEngine() {
MyEngine engine = new MyEngine();
return engine;
}
/
I've had many posts missing recently as well. I'm not sure what the
deal is.
On Feb 12, 8:26 am, tony obrien wrote:
> Hi,
>
> I have been attempting to operate within the android-developers and
> android-beginners Groups.
>
> I understand that new members are moderated, and completely agree with
ations
of the data you'll be working with.
On Feb 12, 4:55 pm, Robert Green wrote:
> Luke's code cleans up some basic stuff like gestures involving
> pinching but it can not fix the two independent point problem.
> Currently, even with his code which filters out some noise, i
gt; has to do with the massive events being sent and the confusion lies in that
> the MotionEvent is reporting incorrect data..but somewhere in there is the
> correct data.. and from what it looks like, Lukehutch's code resolves that
> issue?
>
> If that is correct, great.. maybe Rob
Nevermind, I found it - it got segmented somehow.
On Feb 12, 11:33 am, Robert Green wrote:
> Where did my original post go? Was it deleted?
>
> This is a valid problem. How is it that the hardware coming from both
> HTC and motorola has the same problem? Also - how was this a solv
Where did my original post go? Was it deleted?
This is a valid problem. How is it that the hardware coming from both
HTC and motorola has the same problem? Also - how was this a solved
problem with iPhone several years ago? I'm trying to compete with
that platform but problems like this make i
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