[android-developers] Re: OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-06 Thread FlyCry
There is an ARM MALI400 in SAMSUNG GALAXY S2  as a GPU, Maybe it's
MALI's problem? Other devices u tested ok maybe use another GPU such
as Qualcomm Adreno

On 9月5日, 下午7时03分, emanuele padula e.pad...@gmail.com wrote:
 Thank you Christopher. I'll do some test regarding the mipmapping, but i'm
 not sure that it will work. Thank you for you suggestion.

 2011/9/5 Christopher Van Kirk christopher.vank...@gmail.com



  I'm seeing a similar problem on that device, but I haven't spent any time
  looking for an answer yet. I see that you're using VBOs...I've read
  somewhere that some devices have trouble with them but I don't know if it's
  true or which devices might be affected. I also know that in my case I'm
  also using VBOs, but I'm not rotating the texture, I'm stretching it without
  a mipmap, and it's a JPEG.

  Sorry couldn't be more help.

  On 9/5/2011 10:15 PM, pad wrote:

  Hi,
  I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
  out if the problem is my code or of this device!!

  ON ALL OTHER PHONES IT WORKS GREAT!!

  I'm Using ONLY OpenGL 1.0.

  The problem is that with the code below my game cannot draw the object
  that need rotation (the objects are not visualized on the screen).
  Objects with no rotation (angle = 0.0) are drawn perfectly.

  ONLY on samsung galaxy s2 the rotated images are not visualized on the
  screen. There is some bug in SG2 that i have to take in cosideration
  or some specific initialization?

  Can you help me???

  Thank you in advance

  public static void drawBitmap(final GL10 gl, final float x, final
  float y,
   final float rotate_x, final float rotate_y, final MyImage m,
  final float angle) {

// Draw using verts or VBO verts.
gl.glPushMatrix();
// gl.glLoadIdentity();

final int indexPerTile = TextureManager.INDEX_PER_TILE;
final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
  * TextureManager.TILE_PER_ROW;

if (angle == 0.0f) {

 gl.glTranslatef(x, y, 0f);
 gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
 m.fx.grid.drawStrip(gl, true, indexRow,
  indexPerTile);// the
  code of this method is below

  if (m.alpha != 1 || m.red != 1 || m.blue != 1 ||
  m.green != 1) {
 gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  }

} else {

   final float xt = rotate_x;
   final float yt = rotate_y;
   gl.glTranslatef(xt, yt, 0f);
   gl.glRotatef(-angle, 0f, 0f, 1.0f);
   gl.glTranslatef(-xt + x, -yt + y, 0f);
   gl.glScalef(m.scaleWidth, m.scaleHeight, 1);

   m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
  code of this method is below

   if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
  1) {
  gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   }
}

gl.glPopMatrix();
 }

 public void drawStrip(final GL10 gl, final boolean useTexture,
  final int startIndex,
   final int indexCount) {
int count = indexCount;
if (startIndex + indexCount= this.mIndexCount) {
   count = this.mIndexCount - startIndex;
}

gl.glDrawElements(GL10.GL_**TRIANGLES, count,
  GL10.GL_UNSIGNED_SHORT,
 this.mIndexBuffer.position(**startIndex));

 }- 隐藏被引用文字 -

 - 显示引用的文字 -

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[android-developers] how to use camera application without sd card detect?

2009-02-05 Thread FlyCry

Hi, All,

There is a question I need for help. When I was using the camera
application, the ERROR: Please insert SD card before using camera
jumped out because the driver of sd card haven't been porting
properly. Is there anyway to use android camera application without sd
card?

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