OpenGL is a good idea to learn and use. You'll be able to do more
with less CPU and you can make the game more cross platform if you're
careful or you use a lib like libgdx
On Aug 25, 2:24 pm, Firidan bert2...@gmail.com wrote:
I am thinking about creating a 2D game for android. Kind of like the
Check this out -
http://stackoverflow.com/questions/3238388/android-out-of-memory-exception-in-gallery/3238945#3238945
On Aug 23, 11:35 am, 39thstreet malphig...@gmail.com wrote:
SHORT VERSION:
How do I find out how much memory my openGL application is using at
any given moment, including
I just load the loading screen textures first and render it in OpenGL
ortho while loading. I even have a progress bar, though you have to
load in steps to do that.
On Aug 18, 4:40 am, Miguel Morales therevolti...@gmail.com wrote:
Well, I think the easiest thing for you would be to add an
, 11:47 pm, Robert Green rbgrn@gmail.com wrote:
Heh, I think I see your problem.
Replace this.textureMap.put(new Integer(textureFiles[i]), new
Integer(i));
With this.textureMap.put(new Integer(textureFiles[i]), new
Integer(tmp_tex[i]));
Droids don't number textures
Let me add that when mipmapping, the textures must not only be power-
of-two but also square, meaning 256x256, not 128x256 like you can
normally do.
On Aug 9, 4:11 pm, Mike mcmulle...@gmail.com wrote:
I am. That's what's so perplexing.
On Aug 9, 3:56 pm, Tom orei...@mbari.org wrote:
Make
Heh, I think I see your problem.
Replace this.textureMap.put(new Integer(textureFiles[i]), new
Integer(i));
With this.textureMap.put(new Integer(textureFiles[i]), new
Integer(tmp_tex[i]));
Droids don't number textures incrementally like qualcomms do. It was
working because your texture ids
Warren,
It's something you're doing. Could you give more details, perhaps
code snippets?
What projection are you using?
What are the coordinates?
What other things do you have set?
Do you have the rendering hint nicest on?
etc..
On Aug 7, 9:53 am, Warren warrenba...@gmail.com wrote:
I am
Steve,
Have you tried the following?
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[1]);
I think that's what you're missing.
On Aug 4, 1:51 pm,
Compatibility mode means that Android tries to scale the output to be
480x320 or the closest thing to it.
My first games run in compatibility mode, which puts the resolution at
something like 587x320 on a droid. When you turn anydensity on, you
get native resolution on the droid which is 854x480
Have you tried different values of gl.glLineWidthx()? 0x1 is 1 in
hex, which, given in fixed converted to float = 0.1 = super,
super, super tiny. I'd start with 65536 (0x if you really like
using hex to represent FP) and see how it does.
On Aug 3, 8:31 pm, SChaser
that matrix mode
to draw. Projection should only be used to set the orthographic or
perspective projection and no more.
On Aug 2, 10:47 pm, SChaser crotalistig...@gmail.com wrote:
Source code is below.
Robert Green provides some helpful information, for which I am
thankful.
However, I am
The emulator uses a software renderer called PixelFlinger. The G1
uses the MSM7200 chip as a hardware renderer. You may get slightly
different results.
If you are trying to draw lines that are only 1 pixel wide, ensure the
following:
1) You are in a native resolution to the screen you're
ICMP broadcast).
Only just tracked it down to the wifi WPA utility '/system/bin/
wpa_supplicant' -- replaced it with a version from an Android 2.2
ROM, and now I can see broadcast traffic again (still trying to work
out why).
-jc
On Jul 19, 4:45 pm, Robert Green rbgrn@gmail.com wrote
I'd consider just writing an svg importer and then rendering using
opengl in line mode.
On Jul 23, 11:09 pm, Eric erics...@gmail.com wrote:
inkscape has a command line svg renderer I just bet you could find a
way to use that code in your process to render in-memory. (Say to
render straight
Still looking for a little help here. Any help at all is appreciated!
Thanks
On Jul 21, 4:01 pm, Robert Green rbgrn@gmail.com wrote:
Hi Guys,
If you have a SamsungMomentand have adb working for it, would you
mind downloading Deadly Chambers Demo off the android market and
running
Cameron,
Are you using time-based movement or frame-based? Would you mind
sending me an APK? I can check it out for you and maybe help out a
little with some suggestions.
On Jul 22, 3:16 pm, Cameron cameron.m.john...@gmail.com wrote:
Thanks for the reply Matt,
I have used the DDMS in
Hi Guys,
If you have a Samsung Moment and have adb working for it, would you
mind downloading Deadly Chambers Demo off the android market and
running it with the log up for me? I'm getting reports of it not
opening but no additional details. Just the crash log would help
tremendously. I think
.
On Jul 19, 3:15 pm, Robert Green rbgrn@gmail.com wrote:
I have an Archos 5 but don't have a 32 bit machine and since they
aren't kind enough to publish 64 bit windows drivers, I can't use adb
on it! Frustrating... If there are 64 bit drivers now, I'll gladly
run your code - otherwise I have
I'm pretty sure no one but me is using UDP broadcasts but in the rare
chance that someone is - has any experienced this? I use UDP
broadcast to do LAN multiplayer games - it's how clients discover
hosts of games. The EVO can't ever see the games when all my other
phones can.
--
You received
I have an Archos 5 but don't have a 32 bit machine and since they
aren't kind enough to publish 64 bit windows drivers, I can't use adb
on it! Frustrating... If there are 64 bit drivers now, I'll gladly
run your code - otherwise I have to do it through their market.
Email me to follow up since
16.07.2010 21:38, Robert Green пишет:
So I need someone with aGalaxySto run Deadly Chambers Demo with
logcat up to see what the problem is and email me with any information
that can help me fix it.
--
Kostya Vasilev -- WiFi Manager + pretty widget --http://kmansoft.wordpress.com
--
You
We just released the game Deadly Chambers and it's free version Deadly
Chambers Demo and are receiving mixed feedback.. The last two comments
said Won't open and one comment was nice enough to say on a galaxy
s.
So I need someone with a Galaxy S to run Deadly Chambers Demo with
logcat up to see
Thank you guys for posting this! I dropped my first game with
bluetooth controller support which is designed to go back to 1.5 and I
freaked out for a minute when it didn't show up. All is well now.
On Jul 15, 9:31 am, Pent tas...@dinglisch.net wrote:
Of course make sure you test on the the
You're binding to texture 0. That's incorrect - you need to generate
the texture IDs and use those to bind when uploading and drawing.
Beyond that, you should ask:
Is your texture a power of two? Does the Hero support the texture
crop extension?
On Jul 14, 2:17 pm, Android dev
Check out libgdx, it has lots of integration pieces that will make it
fairly quick to get a game prototyped and working.
http://apistudios.com/hosted/marzec/badlogic/wordpress/?page_id=307
On Jul 6, 10:46 am, Renan Lima renan.lim...@gmail.com wrote:
Hey all!
I´m new on Android 3D game
You guys, this is all wrong. Yes, you can just shove stuff into some
static object somewhere but that's not the android way. Doing that
may cause undesirable side-effects.
Inter-activity communication in Android is done via parcelable
bundles.
Read the page on intents:
Kevin,
The emulator does not emulate a specific piece of hardware running at
a specific speed. You will get a different result on it and every
other chip. For the most part, you can consider this:
For OpenGL performance,
Emulator generally is slowest
Non-GPU device is also very slow
It's slow because:
1) Your texture is huge and you're not mipmapping.
2) Blend is slow and compounded by the large not mipmapped texture
3) You're using linear min and max - mega performance penalty on that
chip (msm7201a).
The 3 things together make for 5 fps. :)
The milestone has a pvr
I design everything for 480x320 and then use scaling factors to work
on larger and smaller screens.
I like to use Y to determine the scale since X tends to be shorter and
longer depending on screen.
Assuming you're in landscape orientation:
float scale2d = viewportWidth / 320f;
That results in
Oh but let me add one more thing - I do like using a game-scale that
has nothing to do with screen size. Say you have an overhead 2D
arena... pick an aspect ratio that works for you (1.5:1 is a good one)
and play the game in it (so maybe 150 units wide by 100 units vertical
- using floats to add
Did you use directly-allocated buffers?
Did you set the buffer positions to 0 if added to them after
constructing?
I didn't see a projection in your list. What are you doing to set it
up?
When texturing use GL_NICEST as the perspective correction hint or
it'll distort when not at 90 degrees to
Here's the standard method for a 3D game w/2D controls:
onSurfaceChanged:
this means you have a new GL context so it's a fresh state machine
ready to be configured.
set viewport and enable and configure things that will always be used,
like texturing, texture coordinate arrays, vert arrays, erase
drawing
the 2D stuff (from the OpenGL FAQ for drawing 2D controls). I'll tell
you whether modelview works or not. Nightwolf - thanks, yeah I forgot
to mention I did try that.
On Jun 28, 5:10 pm, Robert Green rbgrn@gmail.com wrote:
Here's the standard method for a 3D game w/2D controls
at this.
On Jun 26, 12:01 am, Robert Green rbgrn@gmail.com wrote:
No, that's not what cube maps are for.
You can only draw 1 texture at a time (unless multitexturing but
that's totally different and not what you want) so you have 2 options:
1) Combine all textures together
No, that's not what cube maps are for.
You can only draw 1 texture at a time (unless multitexturing but
that's totally different and not what you want) so you have 2 options:
1) Combine all textures together into a single one and map the
coordinates to each side accordingly (will run much
The question are VBOs faster is a very subjective one.
I can answer the question are VBOs faster for large amounts of static
geometry and the answer in my experience has been yes, very much so,
especially on first-gen devices.
For quads and such? No. In fact, it could actually be slower
) And what's your way of doing it?
On Jun 20, 11:50 am, Robert Green rbgrn@gmail.com wrote:
The question are VBOs faster is a very subjective one.
I can answer the question are VBOs faster for large amounts of static
geometry and the answer in my experience has been yes, very much so
I have a need to classify the device on first run to set some default
settings for my games. This is my first time doing this and I've
already hit some snags as to how to handle such a thing.
Basically I want to figure out if I can run the game with full quality
everything on, which would be
It also doesn't work if you use the minimum opengl version attribute
set to 2 in the specified format in your manifest
On Jun 7, 4:01 pm, Mads mads.kristian...@nullwire.com wrote:
The Android Market has been broken for several days now.
More info
I just did some testing on my EVO and found that my GL games are now
locked to 30FPS. It doesn't make me particularly happy because even
though 30fps should be fine, for some reason they look choppier.
Perhaps the timing code to cap at 30FPS isn't as refined as it should
be and the delays are a
, 11:25 am, Romain Guy romain...@android.com wrote:
There's a difference between new phones and the HTC EVO 4G. It is
certainly not the goal of the Android team to ship devices locked at
30 FPS. Our target was, is and will be 60 FPS.
On Fri, May 28, 2010 at 7:52 AM, Robert Green rbgrn
-server, adb devices, no Evo. Restarted Windows, still no
Evo. Assume this should work w/ the latest release, and that I don't
have to go back to r03.
Any ideas?
thanks!
On May 21, 1:48 pm, Robert Green rbgrn@gmail.com wrote:
You need the r3 ADB driver and then you need to add
A user just told me that the built-in apps on his desire have working
multitouch but none of the downloadable ones are working, including
multitouch visible test and multitouch visualizer. He said Dolphin HD
is working.
I'm a little confused. Why would some apps get multiple touch points
and
Has anyone checked to see if 3 or more points will show up on an
Incredible? I'm trying to see if there's hardware/driver/android
support for more touch points. Why more touch points? I dunno. It
could be cool for something :)
I read that the physical screen supports 10 but my first tests
You need the r3 ADB driver and then you need to add this to the
android_winusb.inf to support these two devices:
;
;HTC Incredible
%SingleAdbInterface%= USB_Install, USB\VID_0BB4PID_0C9E
%CompositeAdbInterface% = USB_Install, USB\VID_0BB4PID_0C9EMI_01
;
;HTC EVO
%SingleAdbInterface%
I just published a game last night (Deadly Chambers Beta) which has
the following in the manifest:
uses-sdk android:minSdkVersion=5 /
uses-feature android:glEsVersion=0x0002/uses-feature
So it should only be visible to Android 2.0+ devices with GL ES 2.0 or
higher, right?
It shows up for
I've been dealing with this issue for some time but it's really
causing me problems today.
Here's what I'm doing:
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false;
return BitmapFactory.decodeResource(context.getResources(),
resourceId, opts);
And on many PNGs
is generated.)
On Fri, May 14, 2010 at 2:36 PM, Robert Green rbgrn@gmail.com wrote:
I've been dealing with this issue for some time but it's really
causing me problems today.
Here's what I'm doing:
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false;
return
the angle of the yaw. Knows someone about a way of
calculate the position of the y axis like with de x ones using the
modelview matrix, so I can control if the object is on the screen?
Thanks.
The problem
On 10 mayo, 22:13, Robert Green rbgrn@gmail.com wrote:
If you're doing this to set
to
bottom right = width,height
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_MODELVIEW);
On May 10, 5:32 am, Paolo brand...@gmail.com wrote:
I searched for that, but i did't find anything... Could you link it,
please?
On 4 Mag, 17:48, Robert Green rbgrn
What are you trying to do?
glReadPixels is a pipeline stall - it will slow everything down. If
you want to check to see if an object has been touched, use a
collision detection system, unproject the touch point into a ray and
get the closest item that intersects with that ray. It's actually
the matter with glUnproject, I'll be really
pleasent.
Thanks you very much for this answer and (I hope) for the next one.
On 10 mayo, 19:11, Robert Green rbgrn@gmail.com wrote:
What are you trying to do?
glReadPixels is a pipeline stall - it will slow everything down. If
you want
You are witnessing the fill-boundedness of that chip. Chris's testing
was on a G1. It has very different performance characteristics.
Canvas is software rendering using a special framebuffer blit which is
lightning fast.
GL is hardware rendering using a texel shader (even if you don't use
it -
I mentioned this earlier but no one seemed to know anything about
this. It just happened again to me in the middle of testing a new
game, which is the first time I've seen it happen during one of my
games. The game had been loaded for about a minute and I was playing
and everything was fine and
Send me your apk and tell me how to reproduce the problem.
On May 6, 5:21 pm, cellurl gpscru...@gmail.com wrote:
I have reports of FC (Force Close), reported on the Nexus and Hero
phones.
What should I do? I do everything in the emulator and don't even own a
cellphone...
I am open to any
Josh,
I used to have that exact same problem. There are a few things you
can do. One is try having your logic thread call Thread.yield() which
hopefully will let the UI thread get the synchronized block and inject
the touch event. The other is to separate the locking so that you
only block the
developing an
Augmented Reality App.
I hoped that was possible to do that, using canvas on the opengl grid,
but maybe is impossible.
On 3 Mag, 21:10, Robert Green rbgrn@gmail.com wrote:
If you want the 2D objects to have depth, you'll want to use
billboarded quads. You may want to look
Awesome that you worked that out - but man... that sure isn't
lightweight! I bet you could get substantial performance gains doing
that conversion natively and passing the processed array up to java.
On May 2, 4:34 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
Below is a snippet of code
is done against it, it would be silly to not to use a similar
system.
2010/4/28 Robert Green rbgrn@gmail.com
Just got another spam comment on one of my games, this time for a game
called World War
Also getting several pocket empires spam comments on my games
If you want the 2D objects to have depth, you'll want to use
billboarded quads. You may want to look around to find a better
implementation but here's a tutorial -
http://www.lighthouse3d.com/opengl/billboarding/
On May 3, 8:47 am, Paolo brand...@gmail.com wrote:
Hi guys!
I've a problem and
Task killers are the only way I can get a mostly lag-free experience
playing games. It's surprising how loaded up with services a phone
gets when you install even a moderate amount of useful tools. You can
see an obvious difference even on a nexus one when you cut out some of
the tasks you don't
FYI - Multitouch is not unusable. It just has limitations you should
be aware of. The new phones (Incredible and Evo) are much better with
it. If you want to see a working multitouch example used in a game, I
just launched a game called Antigen the other day. If you are running
2.0+, you'll
of you, that really
explains it well. Is there then a limit on the number of textures
GenTextures can return?
On Apr 30, 3:39 pm, Robert Green rbgrn@gmail.com wrote:
Yeah multiple texture units are only needed for multitexturing, of
which the most common use
Heh, what could possibly go wrong?
On Apr 30, 5:18 am, mot12 martin.hu...@gmail.com wrote:
Put a version of your own app there. With a timebomb so that the app
stops working after a month and displays you are a pirate.
--
You received this message because you are subscribed to the Google
Yeah multiple texture units are only needed for multitexturing, of
which the most common use is for lightmapping.
On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote:
The number of texture units and the maximum texture size are not
really related in any way. The number of texture
more about what OpenGL is about and how the
rendering pipeline works.
--Stephen
programmer, n:
A red eyed, mumbling mammal capable of conversing with
inanimate monsters.
On Wed, Apr 28, 2010 at 2:22 PM, Robert Green rbgrn@gmail.com wrote:
There is a GL_LINES drawing mode
If it's 2D you can sort of simulate some light with gray/light colored
alpha. It really depends on what kind of effect you're talking about
and what is to be lit. Could you make a mockup and post it?
On Apr 28, 1:17 am, satish bhoyar getsatonl...@gmail.com wrote:
Hi all,
I am developing one
String is correct on using the matrix stack. Follow those
instructions and also consider just creating a textured quad and
rendering it in an orthographic projection. That's a common practice
for a nice, fast, easy background on a 3D scene. If you want it to
look far away just blur and darken
There is a GL_LINES drawing mode but that's nothing you can control
the way you're describing. It's mostly intended for wireframe
drawing.
I recommend geometry generation or texturing to get the effect you
want.
On Apr 28, 9:14 am, satish bhoyar getsatonl...@gmail.com wrote:
Hi all guys,
how
bitmap) best fits with the
screen?
On Apr 28, 5:17 pm, Robert Green rbgrn@gmail.com wrote:
String is correct on using the matrix stack. Follow those
instructions and also consider just creating a textured quad and
rendering it in an orthographic projection. That's a common practice
has been done. PE is now the number 9 ranked
game in the market. This just shouldn't have happened, but it did.
Can anyone at Google that can speak to this please do so?
Regards,
- Mike
On Apr 26, 1:19 pm, Robert Green rbgrn@gmail.com wrote:
Ok, just
Just got another spam comment on one of my games, this time for a game
called World War
Also getting several pocket empires spam comments on my games. Not
cool.
On Apr 28, 12:46 pm, Robert Green rbgrn@gmail.com wrote:
Oh wow. I had no idea they were actively telling people to spam
Juan, their sarcasm is well-founded. It's not only possible but
trivial.
One easy way to change the coordinate system:
// start drawing
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glScalef (1, 1, -1);
GLU.gluLookAt(gl, pos.x, pos.y, pos.z, lookAt.x, lookAt.y, lookAt.z,
upVec.x,
I just watched a video of the iphone beer app and it's more simple
than I thought it would be. It's basically a big quad or a warpy grid
with the beer and head or maybe 2 quads, one being for the liquid and
one for the head (so the head can get tall). Looks like they maybe do
some texture
Yes, it is effectively hacking the rating system of the market to
climb up much higher/faster than it should.
It is because it uses a referral system like Gangwars uses wherein
users post referral codes as comments to boost their in-game character
or stats. I personally think that any app which
Ok, just like how telling people to click on your ads is against the
ToS, I believe that telling users to give you a 5 star rating for any
reason should also be.
On Apr 26, 12:57 pm, Ralf Schneider li...@gestaltgeber.com wrote:
I installed the game. After installation there was a text box
Ivan,
All the big companies (Google, Microsoft, IBM, etc) only hire folks
with degrees. Google and MS are fairly particular about hiring kids
with good track records from good schools. Better pull that GPA up
ASAP, get a good ACT/SAT (you can practice those for better scores,
it's not all raw
I think he did the Droid Eye live wallpapers.
On Apr 22, 12:35 pm, patbenatar patbena...@gmail.com wrote:
On Apr 22, 10:22 am, chris harper ch393...@gmail.com wrote:
That kid will probably know more about software engineering by the time he
is done with High School than I did when I
I filed a bug for this here -
http://code.google.com/p/android/issues/detail?id=7836
I believe I did a thorough job with the report.
Please star it or comment on it if it affects you.
Thanks!
On Apr 19, 12:52 am, Robert Green rbgrn@gmail.com wrote:
Excellent work, Mario. I think it's
No,
Don't override it in your view. Call it from your view in the
constructor. setFocusableInTouchMode(true) is what you want to call.
On Apr 19, 1:40 am, a a harvey.a...@gmail.com wrote:
I add
android:focusableInTouchMode=true
in my xml
and try to override the
I was seeing these with Droid OpenGL reinit and now saw it again on a
regular activity/surfaceview that I was just working with.
W/SharedBufferStack( 74): waitForCondition(ReallocateCondition)
timed out (identity=13831, status=0). CPU may be pegged. trying again.
This happens on a Droid w/2.1
I really like Cubase 5. I've been a Cubase user for years and you can
get a light version pretty cheap. It, like many production apps, take
a little bit of effort to learn but I can now crank songs out in it
like nothing else.
I don't recommend MIDI on Android, btw. I started using it for a
Perhaps the issue is simply more fundamentally difficult than
scheduling can fix and an exclusive mode (for games and other real-
time apps where users don't care about having their RSS feed up to
date, etc) is in order?
On Apr 19, 5:32 pm, Mark Murphy mmur...@commonsware.com wrote:
We were told
I'll repeat my question from the bug:
So if this defect is not a defect, what are the plans to make it so
that our games
don't have periods of lag caused by greedy background processes that
we can't control?
As it stands, gaming on Android is a laggy experience and this is one
of the issues.
On
breaths, it allows the background to run. There will
always be a minimum amount of time the scheduler will allocate to run
anything it does decide to run. Otherwise, you'd waste too much time
switching back and forth!
Anyway, I do agree with Robert Green that giving the scheduler
explicit
. I don't.
I just know what causes the issue and what would work to provide a
good experience at the cost of flipping the phone effectively into
airplane mode but with the ability to receive calls.
On Apr 19, 7:07 pm, mike enervat...@gmail.com wrote:
On 04/19/2010 04:56 PM, Robert Green wrote
Does anyone know what this is all about? Seems like something that
should never happen.
On Apr 19, 12:44 pm, Robert Green rbgrn@gmail.com wrote:
I was seeing these with Droid OpenGL reinit and now saw it again on a
regular activity/surfaceview that I was just working with.
W
and you can still see the
choppiness during sync. That says something is WRONG in my book and
it's not my max 2ms updates.
On Apr 19, 7:59 pm, mike enervat...@gmail.com wrote:
On 04/19/2010 05:43 PM, Mark Murphy wrote:
Robert Green wrote:
The whole issue is that the Sync and IM services
);
should be equivalent to:
glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0)
if the internal format of the bound texture is RGB. Am I correct?
Thanks for the feedback.
Robert Green wrote:
Have you tried copying it to a power of 2 texture instead of the
viewport
, it's not text, it's tex. I just use this to draw the
background.
I just want to know why nexus one is so slow with this. It takes
20ms on my milestone but it takes at least 80ms on the nexus one, for
one frame.
On 4月17日, 上午2时08分, Robert Green rbgrn@gmail.com wrote:
Eong
Just wondering if anyone can speak on this yet. I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
generation (MSM7200-based) devices. As it stands, I don't see much of
a problem with touch eating up CPU on the Droid and N1 but those are
much faster phones so I
the same problem as on 1.6! Now I'm a
little worried. Is this problem really still not fixed?
On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:
Just wondering if anyone can speak on this yet. I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
) but only increases the lag in user input
At least there's no garbage collection in 2.0.1 anymore due to touch
events.
On 18 Apr., 11:46, Robert Green rbgrn@gmail.com wrote:
Actually I take it back about the emulators. I just tested again in
the 2.1 emulator and realized that in my first
consider slow.
Anyway, this time I resist to go into a deeper rant.
Kind Regards,
Ralf
2010/4/18 Robert Green rbgrn@gmail.com
I've tried sleep() and have switched to wait(1000), notify() / yield()
as outlined by some other devs. I have no empirical evidence that one
works any
can be easily derrived though.
You can find the apk athttp://www.file-pasta.com/file/1/touchflood.apk,
the Eclipse project with all the source can be found
athttp://www.file-pasta.com/file/0/touchflood.zip.
On 18 Apr., 22:18, Robert Green rbgrn@gmail.com wrote:
The fundamental issue
Have you tried copying it to a power of 2 texture instead of the
viewport dimensions? I'd test with 512x256 and see if that works.
On Apr 16, 10:22 pm, Andres Colubri andres.colu...@gmail.com wrote:
Any updates on this one? I have been trying to copy the contents of the
back buffer into an
Mario certainly covered it! I recommend just getting the purple book
OpenGL ES 2.0 Programming Guide by Shreiner. It covers things
pretty well.
In short - ES 2.0 will not project it for you. You need to do that in
your vertex shader. It's pretty easy though. Something like:
uniform mat4
Eong,
You said you are uploading every frame just to draw text? There are
much more efficient ways to do that.
On Apr 16, 11:14 am, Eong eong.c...@gmail.com wrote:
I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a
Make sure your view calls setFocusableOnTouchEvents(true)
On Apr 16, 4:44 am, a a harvey.a...@gmail.com wrote:
Dear all, i tested below, but it don't work
1. I wrote my GodsendView
public class GodsendView extends View implements OnTouchListener
{
@Override
public boolean
That's why you're supposed to load them all in one batch at the
beginning and then not do it during runtime. glTexImage2D is one of
the slowest things there is on any chip. If you're targeting ES2.0,
you have things like framebufferobjects that you can use to handle
dynamic texturing using the
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