the simple way is to use a relativelayout as a base, add the
glsurfaceview, and the regular canvas surfaceview on top of that.
the only thing is that opengl uses a different coordinate system than
the canvas, so you'll have to adjust your math accordingly.
On Mon, Sep 5, 2011 at 11:35 PM,
If that were a good thing to do, then why do you think the online
Javadocs for Android recommend using GLSurfaceView or SurfaceView?
It really is much simpler if you do not try to mix the APIs. The two
classes above help you keep track of a lot of OpenGL details, so you
should use them; but if
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