[android-developers] Bluetooth background discovery without Activity
Hi there, I'm looking for a way to implement a 'background' bluetooth discovery. The app should periodically scan for nearby bluetooth devices (no connection required) without user interaction. Discovering devices works fine when I use it within an Activity. But how can I set up the BroadcastReceiver within a standard Java class? Thanks in advance, steff -- 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
[android-developers] Re: Multitouch code examples?
I've implemented multitouch on Motorola Milestone and it seems to be working fine. Moreover, I didn't find it too complicated. See the source below. It can't guarantee that this is 100% correct but at least it's straight forward: @Override public boolean onTouch(View v, MotionEvent event) { for (int i=0; ievent.getPointerCount(); i++) { Log.d(Pointer, Pointer +(i+1)+: x=+event.getX(i)+, y=+event.getY(i)); } } I'd be glad to hear if this works for anyone else. On 26 Dez. 2009, 20:49, rageman nene...@gmail.com wrote: Trying once more, all replies seems to end up in the void :-( Unfortunately the design of the multi touch api requires new api calls introduced in 2.0. In my opinion it would be nicer to have added a index for the move event in the same way as on the up/down event. This would have leave the api fully backwards compatible. We would like to support platform 1.5 - 2.x with the same SKU and support multi-touch on the 2.x devices and single touch on the other. Is this still possible when using function calls introduced in 2.0? In C/C++ even objective C you could use weak pointers, is this also possible in Java on Android? Any help would be very appreciated :-). Cheers, On Dec 26, 7:33 pm, Dianne Hackborn hack...@android.com wrote: There is currently no official sample code, but you can look at the PointerLocation (from Dev Tools) code: http://android.git.kernel.org/?p=platform/development.git;a=blob;f=ap... On Thu, Dec 24, 2009 at 10:30 PM, pcm2a reeeye...@gmail.com wrote: Are there any multitouch code examples that Google provides for SDK levels 2.0 or higher? I do searches on here and on google and come up empty. -- 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.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- 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
[android-developers] JmDNS/zeroconf/Bonjour with Android SDK 2.0
Hi everyone, JmDNS is giving me a hard time. I was wondering if anyone successfully implemented it on Android SDK 2.0 (+). In my attempt to figure out what goes wrong I tried out TunesRemote from the Market. Since its source code is available (http:// dacp.jsharkey.org/) I also compiled it myself. Neither version works on my phone (Motorola Milestone/Droid). The emulator doesn't work as well. So here's what's (not) happening: I can set up everything as needed but unfortunately the ServiceListener never responds to anything. I know that there's a ton of services available in this network so this can not be the issue. I've already written Jeffrey Sharkey an email but he hasn't responded (yet). He seems to be very busy since he is working for Google. Moreover, his TunesControl project is from 2008, i.e. far from being tested on SDK 2.0. So I was wondering if anybody was able to get it working. Maybe there's some code available... Thanks a million, steff -- 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
[android-developers] Re: Why are onCreate() onStart() etc. called when handset orientation is changed?
Thanks everyone, this helped me a lot in understanding the concept behind activities. great work, guys. -- 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
[android-developers] Re: Why are onCreate() onStart() etc. called when handset orientation is changed?
My app is working fine and also works when onCreate() is (re)called. But I'm sending accelerometer and orientation (as well as touch position) data from the hardware sensors. And re-instantiating the app causes a (small) lag in which no data is send. I'm using UDP via OSC since transmission is time critical. On the other hand, I don't want to keep on sending all sensor data when the app is no longer open (a.k.a. in the background). This would drain your battery really fast. That's why I'd like to end it. On 15 Dez., 20:45, Dianne Hackborn hack...@android.com wrote: On Tue, Dec 15, 2009 at 11:16 AM, steff stefan.dierd...@googlemail.comwrote: Having solved this, a new question arises: how can I securely exit the app when it loses focus, i.e. the user returns to the homescreen? I don't want no background process. You don't. That's not how Android works. And please be aware -- if you are using android:configChanges because your app doesn't work when it rotates, then this is NOT a fix. You are just hiding the problem, which will show up in other cases such as when the user leaves your app, its process needs to be killed, and they later return to it. Please don't just use android:configChanges to band-aid over problems in your app. Fix your app. -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- 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
[android-developers] Why are onCreate() onStart() etc. called when handset orientation is changed?
Hi everyone, I got my hands on Android which is really fun. But at some point I don't seem to understand the concept. I've got a Main class which reads like this: public class Main extends Activity implements SensorEventListener { ... } in the onCreate(...) I set the layout to setContentView(R.layout.main); and add an OnTouchEvent Listener to the sole View in main.xml: myView.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) {... As you can see I also implemented a SensorEventListener which is used if required. All works fine so far. But my problem is this (at this point my misunderstanding kicks in): whenever I rotate the device the onCreate(), onStart() etc. methods are called, causing my app to act as if it just started. Furthermore, I feel unable to implement an onSizeChanged(int w, int h, int oldw, int oldh) { ... } Listener. Can anyone please explain where my error in reasoning is? I am working on a tiny app which is more or less done, except for the just mentioned bug(s). Maybe I got it all wrong but it does what it is supposed to do (i.e. sending touch positions and accelerometer data over the network via UDP). Thanks for any help. Regards, Steff -- 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
[android-developers] Why are onCreate() onStart() etc. called when handset orientation is changed?
Hi everyone, I got my hands on Android which is really fun. But at some point I don't seem to understand the concept. I've got a Main class which reads like this: public class Main extends Activity implements SensorEventListener { ... } in the onCreate(...) I set the layout to setContentView(R.layout.main); and add an OnTouchEvent Listener to the sole View in main.xml: myView.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) {... As you can see I also implemented a SensorEventListener which is used if required. All works fine so far. But my problem is this (at this point my misunderstanding kicks in): whenever I rotate the device the onCreate(), onStart() etc. methods are called, causing my app to act as if it just started. Furthermore, I feel unable to implement an onSizeChanged(int w, int h, int oldw, int oldh) { ... } Listener. Can anyone please explain where my error in reasoning is? I am working on a tiny app which is more or less done, except for the just mentioned bug(s). Maybe I got it all wrong but it does what it is supposed to do (i.e. sending touch positions and accelerometer data over the network via UDP). Thanks for any help. Regards, Steff -- 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
[android-developers] Re: Why are onCreate() onStart() etc. called when handset orientation is changed?
First I got to apologize for that double posting. I got impatient since it took so long for the message to appear. In the meantime I figured it out myself, indeed using android:configChanges within the Activity tag in the AndroidManifest. Now it works like a charm. Having solved this, a new question arises: how can I securely exit the app when it loses focus, i.e. the user returns to the homescreen? I don't want no background process. Thanks to all, Steff On 15 Dez., 19:29, G ghack...@gmail.com wrote: You need to check the Activity's entry in the Manifest and alter the android:configChanges to include keyboardHidden and orientation Then you need to override OnConfigurationChanged() method in your activity. More details here...http://developer.android.com/guide/topics/manifest/activity-element.h... On Dec 15, 7:10 am, steff stefan.dierd...@googlemail.com wrote: Hi everyone, I got my hands on Android which is really fun. But at some point I don't seem to understand the concept. I've got a Main class which reads like this: public class Main extends Activity implements SensorEventListener { ... } in the onCreate(...) I set the layout to setContentView(R.layout.main); and add an OnTouchEvent Listener to the sole View in main.xml: myView.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) {... As you can see I also implemented a SensorEventListener which is used if required. All works fine so far. But my problem is this (at this point my misunderstanding kicks in): whenever I rotate the device the onCreate(), onStart() etc. methods are called, causing my app to act as if it just started. Furthermore, I feel unable to implement an onSizeChanged(int w, int h, int oldw, int oldh) { ... } Listener. Can anyone please explain where my error in reasoning is? I am working on a tiny app which is more or less done, except for the just mentioned bug(s). Maybe I got it all wrong but it does what it is supposed to do (i.e. sending touch positions and accelerometer data over the network via UDP). Thanks for any help. Regards, Steff -- 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
[android-developers] Monkey test tool
Hi I am running monkey test on my G1 with the following coniguration set with different seeds: # monkey -v -v --monitor-native-crashes 10 data/monkeylog.txt Unfortunately the crash reports are not piped to the file on the internal file system but are for some reason displayed in the adb shell on the PC side instead. This would not have been a problem if it wasnt because of the fact that the monkey sometimes disconnects USB debugging under Settings/ Applications/Development. In these cases the crash info will be lost. Is there a way of preventing the monkey from disconnecting USB debugging when using monkey test or is there another way to save the crash reports on the phone? /Steff -- 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
[android-developers] Re: White screen in my OpenGL application
Keep in mind that the emulator doesn't have the OpenGL hardware of an HTC handset, so it's not going to behave the same. Hmmm, it shouldnt be like that. OpenGL hardware should improve performace, but the sematics should be the same on all devices/ emulators with og without different kinds of hardware. --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: White screen in my OpenGL application
Do you need that pixel format so that you can draw translucently onto an existing background or is it for some other purpose? The pixelformat is exactly for drawing translucently onto and existing background. Regards, Steff --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: White screen in my OpenGL application
Hi Well I use my own GLSurfaceView: public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback I did not know that a GLSurfaceView was added to the SDK. I will consider starting to use that, but I am pretty sure that it is not the problem right now. Or do you think it is? Remember that my own GLSurfaceView used to work, and it still works without PixelFormat.RGBA_. Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: White screen in my OpenGL application
I have tried to install the application on my HTC magic with mGLSurfaceView.getHolder().setFormat(PixelFormat.RGBA_);. I works perfectly. When I comment out the line the graphics looks very strange on my HTC magic, but that is where it looks fine in the emulator. If the emulator cannot be trusted to work as real devices, then it is not worth much?! --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] White screen in my OpenGL application
Hi I've just dusted off an application I did for Android half a year ago. I upgraded to the latest SDK and Eclipse ADT. After some struggeling I get the application to run again. When I debug it I can see that all the right code are executed the right way. The application shows a OpenGL surface and animates stuff on it. It used to work perfectly (I even have it running on my HTC Magic device), but in the new emulator the screen is just white?!? Any explanation?!? Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: White screen in my OpenGL application
My app used to work in the emulation of the SDK I used to use. It was downloaded almost a year ago. I believe it was 1.2 or something. So the app works in 1.2 emulator AND on my 1.5 firmware HTC magic. But it does not work on the 1.5 emulator of the 1.6 SDK downloaded today. I dont know if my textures are a power of 2 and square?!? I danish we have two different words for four-gons. One when all four sides have the same length, and another when they have have the same length two and two. I am not totally sure what square means in english? Does it mean a four-gon where all four sides have the same length? If yes, I dont think my textures are square, but I will find out. If no, then how can textures not be square? If you by are power of 2 mean that the sides must have length equal to a power of 2, I am pretty sure that they do not. But why should that be a problem? It wasn't before! Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: White screen in my OpenGL application
Hi I tried to remove all usage of texture in the app. That did not help. Now I have narrowed it down: My application contains this line mGLSurfaceView.getHolder().setFormat (PixelFormat.RGBA_);. If I comment out that line, then the OpenGL rendering works again. But I need that line, because else something else does not work. Why will the emulator not work with PixelFormat.RGBA_? Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
So whats the conclution? Is SlideMe safe. Not as in 100% safe - that will never happen. I just want to secure that not everyone with alittle IT knowledge and a filebrowsing application on Android can copy my application installed with SlideMe's SAM. You have to be in top 5% of hackers to do it, if I should be satisfied :-) Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
Thats ok. My daily job is, to a high degree, to be critical about others solutions in application development. I will use Mogees for now. I acutally I would like to use something else, cause Mogees requires the application to ask for different premissions no the phone, and i fear that it will scare alot away from even trying the app. Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
For our solution, you will also need to use android.permission.READ_PHONE_STATE to be able to handle forward locking. We require this permission on SAM as well. I'm not sure if Mogees goes beyond this in required permissions, as it has larger scope and usage rules. Mogees requires: uses-permission android:name=android.permission.INTERNET / uses-permission android:name=android.permission.READ_PHONE_STATE / uses-permission android:name=android.permission.ACCESS_FINE_LOCATION / Regards --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
For our solution, you will also need to use android.permission.READ_PHONE_STATE to be able to handle forward locking. We require this permission on SAM as well. Ohhh, I was hoping that it would be enough to give SAM the permission. Why should the installed app (my app for instance) need the permission as well? Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
Since the app directory is wide open, you will need to have something embedded in the app itself to prevent forwarding. How can the app prevent itself form being forwarded? Why cant SAM do that to the application after the Android installer have installede the application for SAM. Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Secrity with SlideMe
How can the app prevent itself form being forwarded? Why cant SAM do that to the application after the Android installer have installede the application for SAM. I thing it would be great if SlideMe would strech to find a solution where the apps does not need to require any permissions. --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Secrity with SlideMe
Hi I am thing about releasing my application on SlideMe. I have talked to someone with SlideMe, and they tell me that priced application is just installed on the device itself. I asked them how they prevent people from just copying the application to another phone - for instance using some filebrowser app for Andoid. They tell me that the applications are stored as private and that they cannot be copied, but I dont quit understand. Is there some feature in Android letting applications (for instance SlideMe's SAM), copy files to the device, files that cannot be copied, but can be loaded to run? If yes, please direct me to some documentation/explanation of that feature! Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: Port my iPhone game
Apple should release an iPhone with an Android platform. Guess not :-( --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Blending between views
Hi I have a layout with two fullscreen views on top of each other. The bottom view just shows a .png picture. The top view shows some OpenGL rendered graphics. When some translucent objects on the top view moves over a non-black area of the bottom view, blending is real bad - example1: blue in bottom view and translucent yellow/red (fire) in top view, turns out to be shiny green!?!) - example2: gray in bottom view and translucent yellow/red (fire) in top view, also turns out to be shiny green!?!) How can I improve??? Blending internally in the top view (OpenGL) works fine. Selected code: Bottom view: Fields private Bitmap mBackgroundImage; private SurfaceHolder mSurfaceHolder; In view constructor: mSurfaceHolder = getHolder(); mBackgroundImage = BitmapFactory.decodeResource(res, R.drawable.mypic); In doDraw Canvas c = mSurfaceHolder.lockCanvas(null); c.drawBitmap(mBackgroundImage, 0, 0, null); Top view: Fields EGL10 mEgl; EGLDisplay mEglDisplay; EGLSurface mEglSurface; EGLConfig mEglConfig; EGLContext mEglContext; Initializing: int[] configSpec = { EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE,8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_ALPHA_SIZE,8, EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; mEgl = (EGL10) EGLContext.getEGL(); mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] version = new int[2]; mEgl.eglInitialize(mEglDisplay, version); EGLConfig[] configs = new EGLConfig[1]; int[] num_config = new int[1]; mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1, num_config); mEglConfig = configs[0]; mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, EGL10.EGL_NO_CONTEXT, null); mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, holder, null); mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); In doDraw: do the OpenGL drawing mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Use of Android logo
Hi I dont know if this is the right forum, but I will try anyway. Do any og you know if I am aloud to use the android logo (the robot and the strange android text) on my private android-related webpage? Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Emulator on webpage
Hi I would like to alow people on my website to try out android applications before download. Will I be able to make the emulator run on my website to let users try out applications in it. Any other solutions? Regards, Per Steffensen --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL light strange behaviour
Hi I found out myself that I needed to give normal-vectors to the OpenGL engine. I went back to this question to explain what my solution was, just to see that someone already had explained what the problem was. Thanks anyway. Regards Per Steffensen --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] OpenGL light strange behaviour
Hi I am playing with OpenGL and especially light in OpenGL. I have tried to set light in the GLSurfaceView application in ApiDemos (Under Graphics / OpenGL ES). I just try to set the light as simple as I can. Therefore I just add a few lines to CubeRenderer.drawFrase so that it looks as shown below. I get some light effect, but it does not look like the light is constantly comming from one direction. I looks like the light source is also flying around. Why is that? public void drawFrame(GL10 gl) { /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // Here start of lines I have added to get light gl.glEnable(gl.GL_LIGHTING); gl.glEnable(gl.GL_LIGHT0); float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float specularLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float position[] = { 3.0f, 3.0f, 3.0f }; gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, position, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, ambientLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, diffuseLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, specularLight, 0); // Here end of lines I have added to get light gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle,0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; } --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL light strange behaviour
I also use: gl.glEnable(gl.GL_COLOR_MATERIAL); On Oct 29, 6:31 pm, Steff [EMAIL PROTECTED] wrote: Hi I am playing with OpenGL and especially light in OpenGL. I have tried to set light in the GLSurfaceView application in ApiDemos (Under Graphics / OpenGL ES). I just try to set the light as simple as I can. Therefore I just add a few lines to CubeRenderer.drawFrase so that it looks as shown below. I get some light effect, but it does not look like the light is constantly comming from one direction. I looks like the light source is also flying around. Why is that? public void drawFrame(GL10 gl) { /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // Here start of lines I have added to get light gl.glEnable(gl.GL_LIGHTING); gl.glEnable(gl.GL_LIGHT0); float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float specularLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float position[] = { 3.0f, 3.0f, 3.0f }; gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, position, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, ambientLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, diffuseLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, specularLight, 0); // Here end of lines I have added to get light gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; } --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] OpenGL light strange behaviour
Hi I am playing with OpenGL and especially light in OpenGL. I have tried to set light in the GLSurfaceView application in ApiDemos (Under Graphics / OpenGL ES). I just try to set the light as simple as I can. Therefore I just add a few lines to CubeRenderer.drawFrase so that it looks as shown below. I get some light effect, but it does not look like the light is constantly comming from one direction. I looks like the light source is also flying around. Why is that? public void drawFrame(GL10 gl) { /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // Here start of lines I have added to get light gl.glEnable(gl.GL_LIGHTING); gl.glEnable(gl.GL_LIGHT0); float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float specularLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float position[] = { 3.0f, 3.0f, 3.0f }; gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, position, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, ambientLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, diffuseLight, 0); gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, specularLight, 0); // Here end of lines I have added to get light gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle,0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; } --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] More highlevel 3D development
Hi As I understand it, the only 3D graphics related thing that comes with Android, is the raw OpenGL ES. I would like to work with my 3D applications for Android at a little higher level. For instance I would like to have a GLUT layer ontop of OpenGL ES. Does anyone know if that is possible? If someone have done it? If GLUT is not possible, what is then used out there? What is the best way (in your opinion) to effeciently devoplor 3D apps for Android. Thanks --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] GLUT or something like that in Android
Hi Android ships with en OpenGL ES implementation. OpenGL ES is alittle low-level. I would like to be able to use some more high-level 3D tool. I have some expirence with GLUT. Has anyone been successfull using/converting GLUT to java/Android? Can anyone tell me what layer above OpenGL ES is the state-of-art og defacto-standard when you want to do 3D graphics on Android. Any comment is welcome. Thanks --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---