Hello, I'm a developper of Moblox and have users reports that this game doesn't work on Samsung Moment and Spica. They share the same soc, so the opengl drivers must be similar.
First my chooseConfig selects 16bits mode, because it is available on all android phones. These phones reports that they support OpenGL ES 2.x but: - Textures 32bits RGBA are white; - Extensions list is strange: why framebuffer extensions? * OES_read_format * OES_compressed_paletted_texture * OES_framebuffer_object * OES_stencil8 * OES_texture_compression_S3TC * OES_mapbuffer * OES_texture_npot With RGB 24bits, RGBA_4444, RGBA_5551, graphics are functioning but the Blending is just horrible. Otherwise, with OpenGL ES 1.x, the game allows RGBA 32bits Texture but it seems that it uses 16bits in drivers because blending is the same as with RGBA_4444 textures. So what strategy to adopt ? - create a setup activity visible at the launch where users can select OpenGL ES drivers, Depth Textures ... - use ID of phones to select compatibles modes Thanks for you responses. Ps: this game is compatible with Nexus One, G1, Hero, Droid, Wildfire (slow), Galaxy S. Android 2.1 is mandatory. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en