You can set the orientation of the app in your manifest using
android:screenOrientation on your activity element.
That will hard-code it to rotate to landscape or portrait by default,
then just use SENSOR_DELAY_UI when creating the handler as I think
that's the slowest and uses the least battery.
I've made a LWP, and it seemingly runs perfectly, but the problem
seems to lie in the fact that when you set the wallpaper, after the
preview has loaded, it gets a out-of-memory.
It seems that since all the engines are in the same VM I don't have
enough memory to start it a second time. How can I
king for the storage state is the surest way.
>
> -Kumar Bibekhttp://techdroid.kbeanie.com
>
> On Sep 15, 4:51 pm, Mark Murphy wrote:
>
> > On Wed, Sep 15, 2010 at 7:46 AM, HaMMeReD wrote:
> > > How would one know if the SD card has been mounted at startup.
How would one know if the SD card has been mounted at startup.
Perhaps some sort of callback/event/message that I can grab that tells
me when SD has been mounted/unmounted?
My LWP starts before SD is available, but can check for add-ons that
are on the SD card. I need to delay load until after it
ich I changed so there would be no name collision on
the phone.
I don't really like solutions that don't make sense, but it works now
and the bug seems to be gone.
Adam
On Sep 13, 3:09 pm, HaMMeReD wrote:
> I pulled the logs during a logcat during the shutdown half of a
> reboot. My w
tty typical
> log for that case.
>
>
>
> On Mon, Sep 13, 2010 at 2:02 AM, HaMMeReD wrote:
> > I'm getting a WIN DEATH message on shutdown from one of my live
> > wallpapers. Since this occurs at shutdown the user doesn't really
> > notice, it
Use glGetString and then search the resulting string to see if your
extension exists.
http://www.opengl.org/sdk/docs/man/xhtml/glGetString.xml
Adam
On Sep 13, 3:44 am, luma wrote:
> I mean in runtime.
>
> Sometimes I get "called unimplemented OpenGL ES API" error but it can not be
> catched.
>
I'm getting a WIN DEATH message on shutdown from one of my live
wallpapers. Since this occurs at shutdown the user doesn't really
notice, it does however reset the lwp to the default paper upon the
next restart.
Pertinent log message afaik follows.
I/PackageManager( 120): Removing non-system
pac
s and test only in the situations where they might have
gone corrupt, to minimize any user delays.
Adam
On Aug 14, 3:41 pm, HaMMeReD wrote:
> A user sent me a screenshot of visual artifacting on droid. Apparently
> it only happens with multi-texturing enabled.
> --> Screenshot:htt
A user sent me a screenshot of visual artifacting on droid. Apparently
it only happens with multi-texturing enabled.
--> Screenshot: http://adamhammer.ca/images/stories/cap201008140037.jpg
If I understand correctly though the GPU in the Droid 1 is ES2.0
Compliant, so it should have at least 2 text
Fixed, problem was that I forget the
"bb.order(ByteOrder.nativeOrder())" so that the memory was in the
correct format.
On Aug 4, 5:40 pm, HaMMeReD wrote:
> Been getting a headache with some 2d Opengl coordinates and putting
> them in a direct buffer.
>
> I have a basic
Been getting a headache with some 2d Opengl coordinates and putting
them in a direct buffer.
I have a basic square defined as such
static float[] Coords = new float[] {
-0.5f,-0.5f,
0.5f,-0.5f,
0.5f,0.5f,
-0.5f,0.5f,
erval() in the EGL
> specification for details
> 3) If you have issued extremely small number of GL commands per frame
> then it can be just that they really executed faster compared to
> SwapBuffer in respect to (1) and (2)
>
> But in my opinion 5% is not the value to be both
I noticed in the profiler that eglSwapBuffers is taking up about 5% of
my time each frame in some opengl code I'm writing. It seems like
quite a heavy for something that should just be a blit, is there
anything in my egl setup I can do to optimize this more?
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to avoid
> dithering.
>
>
>
>
>
> On Sun, Jul 11, 2010 at 12:31 PM, HaMMeReD wrote:
> > I'm trying to load a image, for the purpose of debugging I've made the
> > image a solid grey #494949.
>
> > I load it with the following code
&
I'm trying to load a image, for the purpose of debugging I've made the
image a solid grey #494949.
I load it with the following code
inputstream =
context.getResources().openRawResource(R.drawable.level1_heightmap);
level1_heightmap = BitmapFactory.decodeStream(inputstream);
Although when I run
If you can use it without modifying the source then just do it, and
provide credit to the library creator clearly in your app.
If you need to modify the source, then you need to be able to provide
the modifications. If you need to integrate it with your app deeply so
that you can't use the modifie
ven't had the time to properly turn them into
> maintainable and documented APIs.
>
>
>
>
>
> On Fri, May 28, 2010 at 12:48 AM, HaMMeReD wrote:
> > The live wallpapers that do music visualization rely on a function
> > MediaPlayer.snoop(shortarray, offs
The live wallpapers that do music visualization rely on a function
MediaPlayer.snoop(shortarray, offset?) , but I can't seem to find
these static functions in the official api.
Eclipse doesn't seem to want to compile if I use the function in my
code.
Any idea's?
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Working with NDK here.
How are perspective correct projection supposed to occur in es 2.0. I
can currently draw my geometry to the screen, but it is not getting
transformed to 2d.
Is there some sort of way of getting meaningful compiler errors out of
the shader compiler?
Is there a android speci
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