Hi Veritatis,
Yes, I meant LabelMaker.java. Sorry typo.
I don't mix the two. I only use OpenGL. I didn't know what you were
referring to when you said graphics canvas + opengl mixing. The
LabelMaker.java uses the graphics canvas and paint but it is to create
a bitmap and texture binding for open
First of all, I assume you meant LabelMaker.java, not LabelMaker.html,
since only the former is at the SDK example link you provide. But more
importantly, LabelMaker.java does NOT mix OpenGL calls and SDK
graphics calls (i.e. from android.graphics package). LabelMaker.java
uses only OpenGL. That wa
I use code similar to this for my step 2.
http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/LabelMaker.html
The whole SDK example is there under the spritetext
http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/a
Oh sorry I missed that he was trying to mix Canvas drawing with OpenGL. If
so... yes, do not do that. The result is undefined. Increasingly a
drawing target for OpenGL will be in some wacky frame buffer layout that
makes sense for the hardware, so can't be touched sanely with software
drawing.
It is not a good idea to mix on the same surface, draws using OpenGL
and draws using the SDK's graphics. That is asking for confusing bugs
-- like what you are seeing. Nor should it be necessary, as OpenGL
supports drawing text.
That said, I cannot assert with any certainty that this is the cause
Sorry, I can't help you with OpenGL. One thing though -- you need to redraw
the entire screen for each frame. A frame won't be shown until you are done
drawing it. You can't draw a partial screen and have that shown and then
draw more on top of it. You need to draw everything each time.
On Mon
Hi Dianne,
I will post a sample code in android sometime soon. I have problem in
my opengl app: Basic logic is as follows:
drawframe()
{
if (time < 400) {
// step 1
drawobjects();
} else if (time < 800) {
//step 2
draw sprite text();
}
}
I first draw the text using GL10 in step 1, then
If your running in gingerbread, you get gingerbread libraries.
There is no magic "library selector" that looks at your manifest first.
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GL10 has nothing to do with SDK version. I really don't understand what you
are asking in relation to that.
You set the minSdkVersion to the minimum number you will run on. Market
will filter your app from older versions of the platform. You set
targetSdkVersion to the newest version you have t
Hi Dianne,
That page lists what each version number's code name is but that is
not I am seeking.
I have more fundamental question.
Say if I have opengl GL10 calls in my app and I have set minSDK level
to 4 and targetSDK level 5 in my manifest and the app runs on a phone
that has 2.3 Gingerbread
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