Hi All,
Do not know anybody could give a hint for the problem I have. Our
OpenGL games are built based on SDK 1.2 and runs almost all Android
devices (from OS 1.2 ~ 2.0) except Google Nexus One (OS 2.1). On Nexus
One, it generates the following exception:

02-01 09:26:28.319: DEBUG/libEGL(2340): loaded /system/lib/egl/
libGLES_android.so
02-01 09:26:28.319: DEBUG/libEGL(2340): loaded /system/lib/egl/
libEGL_adreno200.so
02-01 09:26:28.329: DEBUG/libEGL(2340): loaded /system/lib/egl/
libGLESv1_CM_adreno200.so
02-01 09:26:28.329: DEBUG/libEGL(2340): loaded /system/lib/egl/
libGLESv2_adreno200.so

02-01 09:26:28.349: ERROR/qsd8k.gralloc(2340): invalid gralloc handle
(at 0x140a48)
02-01 09:26:28.349: ERROR/Adreno200-EGL(2340): eglLockWindowSurface
439: lock failed
02-01 09:26:28.349: ERROR/qsd8k.gralloc(2340): invalid gralloc handle
(at 0x140a48)
02-01 09:26:28.349: ERROR/Adreno200-EGL(2340): eglLockWindowSurface
444: unlock failed
02-01 09:26:28.349: ERROR/Adreno200-EGL(2340): eglLockWindowSurface:
failed to map the memory for fd=28 offs=3
02-01 09:26:28.349: ERROR/qsd8k.gralloc(2340): invalid gralloc handle
(at 0x140a48)
02-01 09:26:28.349: ERROR/Adreno200-EGL(2340): eglLockWindowSurface
439: lock failed
(The same error messages repeats for ever inside the animation
loop...)

We are using our own SurfaceView (almost same as GLSurfaceView) and I
believe we got the correct  EGLContext (otherwise a NULL EGLContext
error message will pop out). The problem is that the same code runs on
about 10 different Android phones from OS 1.2 to 2.0 (including Moto
Droid) but failed on Nexus. Any body at Android OpenGL team could give
a suggestion on the error message?

Hongkun
OmnigSoft


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