i am interested in this also, but haven't spent any time on it. just
some thoughts... are you making all the usual gl calls? like clearing
your buffers, setting up your view and projection, enabling textures
and then flipping the buffer at the end... repost if you find any
resolution.

On Feb 13, 7:20 pm, petunio <juanjosegilmen...@hotmail.com> wrote:
> Hi
>
> I am writing an application that uses both 2D and 3D.
>
> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
> (myCanvas);
>
> There is a desynchronization between them
> I have heard that you can create a Canvas based on OpenGL, and then
> when I draw into that canvas, it is redirected to the opengl
> surface...
>
> something like this:
>
> if (GL != null)
>    myCanvasGL=new Canvas(GL);
>
> and then, when I use Drawable.draw(myCanvasGL);
> that drawable should be drawn into the opengl surface...
>
> I must be missing something, because all I can see is a frustrating
> black screen...
>
> any ideas, please...

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