[android-developers] Re: Do I need openGL or not?

2010-08-25 Thread Robert Green
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

[android-developers] Re: Memory usage profiling an openGL application?

2010-08-24 Thread Robert Green
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

[android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread Robert Green
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

[android-developers] Re: Yet another Droid OpenGL texture problem

2010-08-10 Thread Robert Green
, 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

[android-developers] Re: Yet another Droid OpenGL texture problem

2010-08-09 Thread Robert Green
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

[android-developers] Re: Yet another Droid OpenGL texture problem

2010-08-09 Thread Robert Green
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

[android-developers] Re: OpenGL dropping triangles

2010-08-07 Thread Robert Green
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

[android-developers] Re: Multiple Texture Issues on OLGES20

2010-08-05 Thread Robert Green
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,

[android-developers] Re: My game runs much slower if i DO specify *any* min SDK version in Manifest.xml

2010-08-04 Thread Robert Green
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

[android-developers] Re: How to test OpenGL?

2010-08-03 Thread Robert Green
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

[android-developers] Re: How to test OpenGL?

2010-08-03 Thread Robert Green
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

[android-developers] Re: How to test OpenGL?

2010-08-02 Thread Robert Green
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

[android-developers] Re: HTC EVO can't see UDP broadcast packets?

2010-07-26 Thread Robert Green
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

[android-developers] Re: Vector Graphics Rendering - Mechanisms

2010-07-24 Thread Robert Green
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

[android-developers] Re: Quick test with log from a Samsung Moment user please?

2010-07-22 Thread Robert Green
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

[android-developers] Re: Android 2d canvas game: FPS Jitter problem

2010-07-22 Thread Robert Green
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

[android-developers] Quick test with log from a Samsung Moment user please?

2010-07-21 Thread Robert Green
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

[android-developers] Re: Any Archos5 owners able to help debug a problem?

2010-07-21 Thread Robert Green
. 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

[android-developers] HTC EVO can't see UDP broadcast packets?

2010-07-19 Thread Robert Green
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

[android-developers] Re: Any Archos5 owners able to help debug a problem?

2010-07-19 Thread Robert Green
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

[android-developers] Re: Could a Galaxy S owner give me a hand and test a free app for me?

2010-07-18 Thread Robert Green
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

[android-developers] Could a Galaxy S owner give me a hand and test a free app for me?

2010-07-16 Thread Robert Green
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

[android-developers] Re: Android market hiding apps with bluetooth permissions from Android 1.5 and 1.6

2010-07-15 Thread Robert Green
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

[android-developers] Re: Opengl Texture working on Emulator but not on HTC HERO

2010-07-14 Thread Robert Green
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

[android-developers] Re: 3D Game Development

2010-07-09 Thread Robert Green
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

[android-developers] Re: Best practice to pass persistent objects from an activity to another activity

2010-07-08 Thread Robert Green
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:

[android-developers] Re: Is it normal that a real device fps is much different then emulator?

2010-07-08 Thread Robert Green
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

[android-developers] Re: Rendering Alpha Causes Frame Rate to Plummet on HTC Magic

2010-06-29 Thread Robert Green
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

[android-developers] Re: Android Game Development Scaling

2010-06-29 Thread Robert Green
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

[android-developers] Re: Android Game Development Scaling

2010-06-29 Thread Robert Green
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

[android-developers] Re: Basic OpenGL ES Texture problem

2010-06-29 Thread Robert Green
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

[android-developers] Re: Drawing 2D stuff on the screen in OpenGL over a 3D scene

2010-06-28 Thread Robert Green
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

[android-developers] Re: Drawing 2D stuff on the screen in OpenGL over a 3D scene

2010-06-28 Thread Robert Green
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

[android-developers] Re: Mapping Multiple textures to a cube in Android OpenGL ES

2010-06-27 Thread Robert Green
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

[android-developers] Re: Mapping Multiple textures to a cube in Android OpenGL ES

2010-06-26 Thread Robert Green
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

[android-developers] Re: Do VBOs really improve performance? Really?

2010-06-20 Thread Robert Green
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

[android-developers] Re: Do VBOs really improve performance? Really?

2010-06-20 Thread Robert Green
) 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

[android-developers] Best way to determine device capabilities, chipset, etc

2010-06-19 Thread Robert Green
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

[android-developers] Re: Published app not showing up on HTC Evo or Droid Incredible

2010-06-07 Thread Robert Green
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

[android-developers] FYI - Both GL and Canvas are locked to 30FPS on new phones.

2010-05-28 Thread Robert Green
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

[android-developers] Re: FYI - Both GL and Canvas are locked to 30FPS on new phones.

2010-05-28 Thread Robert Green
, 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

[android-developers] Re: FYI EVO/Incredible ADB How-To

2010-05-27 Thread Robert Green
-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

[android-developers] Multitouch not working on Desire?

2010-05-25 Thread Robert Green
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

[android-developers] HTC EVO/Incredible multitouch only reporting max of 2 points?

2010-05-22 Thread Robert Green
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

[android-developers] FYI EVO/Incredible ADB How-To

2010-05-21 Thread Robert Green
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%

[android-developers] HTC Incredible not seeing market apps with GL 2.0 min set on manifest?

2010-05-18 Thread Robert Green
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

[android-developers] PNG Decoder loading RGB_565 on 24 bit PNGs with alpha - then settings bitmap.config to null?? wtf

2010-05-14 Thread Robert Green
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

[android-developers] Re: PNG Decoder loading RGB_565 on 24 bit PNGs with alpha - then settings bitmap.config to null?? wtf

2010-05-14 Thread Robert Green
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

[android-developers] Re: How can I know if OpenGl has drawn something?

2010-05-11 Thread Robert Green
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

[android-developers] Re: draw a 2d marker on a openGL scene

2010-05-10 Thread Robert Green
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

[android-developers] Re: How can I know if OpenGl has drawn something?

2010-05-10 Thread Robert Green
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

[android-developers] Re: How can I know if OpenGl has drawn something?

2010-05-10 Thread Robert Green
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

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-05-07 Thread Robert Green
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 -

[android-developers] nasty phone freeze bug in Android 2.1-update1 showing up in multiple cases on Nexus One and Droid

2010-05-07 Thread Robert Green
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

[android-developers] Re: How do I fix an FC on Nexus.

2010-05-07 Thread Robert Green
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

[android-developers] Re: How can I fix this touch ev ent / draw loop “deadlock”?

2010-05-07 Thread Robert Green
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

[android-developers] Re: draw a 2d marker on a openGL scene

2010-05-04 Thread Robert Green
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

[android-developers] Re: Can I use OpenGL to make Bitmap without GLSurfaceView

2010-05-03 Thread Robert Green
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

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-05-03 Thread Robert Green
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

[android-developers] Re: draw a 2d marker on a openGL scene

2010-05-03 Thread Robert Green
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

[android-developers] Re: Google should prohibit task killers on Android Market

2010-05-03 Thread Robert Green
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

[android-developers] Re: Multitouch API question

2010-05-03 Thread Robert Green
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

[android-developers] Re: Maximum Texture Units

2010-05-02 Thread Robert Green
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

[android-developers] Re: droidfanz.com -- what does it take to get them taken down?

2010-04-30 Thread Robert Green
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

[android-developers] Re: Maximum Texture Units

2010-04-30 Thread Robert Green
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

[android-developers] Re: Drawing a differnt lines in OpenGL ES

2010-04-29 Thread Robert Green
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

[android-developers] Re: Lighting effects in android

2010-04-28 Thread Robert Green
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

[android-developers] Re: Adding static background to kube

2010-04-28 Thread Robert Green
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

[android-developers] Re: Drawing a differnt lines in OpenGL ES

2010-04-28 Thread Robert Green
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

[android-developers] Re: Adding static background to kube

2010-04-28 Thread Robert Green
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

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-28 Thread Robert Green
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

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-28 Thread Robert Green
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

[android-developers] Re: [OpenGL] change coodinate system

2010-04-28 Thread Robert Green
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,

[android-developers] Re: Coke filling into a glass using OpenGL ES

2010-04-27 Thread Robert Green
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

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-26 Thread Robert Green
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

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-26 Thread Robert Green
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

[android-developers] Re: 14-year-old Android Developer:

2010-04-23 Thread Robert Green
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

[android-developers] Re: 14-year-old Android Developer:

2010-04-22 Thread Robert Green
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

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Game develop like Air Attack touching screen event

2010-04-19 Thread Robert Green
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        

[android-developers] waitForCondition(ReallocateCondition) timed out messages w/deadlock in 2.1?

2010-04-19 Thread Robert Green
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

[android-developers] Re: What format and tools do you use for music in your games?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Background processes not being CPU-limited?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Background processes not being CPU-limited?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Background processes not being CPU-limited?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Background processes not being CPU-limited?

2010-04-19 Thread Robert Green
. 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

[android-developers] Re: waitForCondition(ReallocateCondition) timed out messages w/deadlock in 2.1?

2010-04-19 Thread Robert Green
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

[android-developers] Re: Background processes not being CPU-limited?

2010-04-19 Thread Robert Green
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

[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-18 Thread Robert Green
); 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

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Robert Green
, 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

[android-developers] Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
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

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
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

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
) 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

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
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

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
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

[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-17 Thread Robert Green
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

[android-developers] Re: NDK / glsl / Es 2.0 advice please?

2010-04-17 Thread Robert Green
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

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-16 Thread Robert Green
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

[android-developers] Re: Game develop like Air Attack touching screen event

2010-04-16 Thread Robert Green
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

[android-developers] Re: OpenGL and the use of ByteBuffers

2010-04-16 Thread Robert Green
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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