rawElements(). 95% of this is
> in the cow mesh -- same mesh drawn w/ different transforms, and
> different textures bound each time. The mesh itself uses ~54k of
> memory for vertices + normals + tex coords. How big is the OpenGL
> buffer? seems like it's got to be significan
Try adding
to the receiver intent-filter.
I don't think this will work but I am interested to see what result
you get :)
--
RichardC
On Oct 3, 12:38 pm, "jonathan.duty" wrote:
> I was wondering if its possible to have a broadcast receiver to listen
> when the app its
If I remember correctly OpenGL internally has a limit to the number of
items it can hold in it's display list. When the list gets full it's
starts drawing rather than dropping your items. To achieve this it
flips the buffers and draws the remaining items on the live screen.
If I am remembering
Doing simple linear from the 1st sample:
When we start we will have:
originalX at time originalTime
When a sample arrives we will have:
currentX at time currentTime
Therefore the rate of change of X to now is given by:
rateX = (currentX – originalX) / (currentTime – originalTime)
So time neede
I have an activity with 2 background threads accessing the same
database. In each background thread I am using SQLiteOpenHelper to
open the database. Do I need to worry about onCreate and onUpgrade
potentially being called on each thread?
--
Richard
--~--~-~--~~~---~
Hi,
I have installed the new SDK 1.6r1 on Windows and I realise that 1.6
does not included the older APIs so ran the android.bat tool to
download them.
The "available packages" only offer me SDK Platform Android 1.1 API 2;
I was also hoping to download 1.0 API 1 as I am developing an
application
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