Another solution is to display regular view on top of the 3D view.
On Sep 2, 8:14 am, Robert Green rbgrn@gmail.com wrote:
Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
uploading that texture for each update. It did work to upload the new
texture every frame (score
Ya the OpenGL solution is the best bet in the long run both for
performance as well as all the cool stuff you can do with the text
when using the 3D hardware like being able to fade text in and out by
modifying the alpha values of the verticies or changing text color by
messing with the diffuse
Dan,I've yet to start messing with GL ES so this is coming from
Direct3D experience but the idea is the same.
What you can do is create a texture with all the letters of the
alphabet, numbers 0-9 and symbols. There are apps out there that will
create such a texture and an XML file that contains
Yeah, that's what we were looking into doing. Was just hoping that there
might be a nice framework I missed somehow :)
Thanks man :)
On Tue, Sep 1, 2009 at 3:10 PM, Phred phr...@gmail.com wrote:
Dan,I've yet to start messing with GL ES so this is coming from
Direct3D experience but the idea
I believe you can also draw text on a Canvas, and then use the
underlying bitmap to create a texture.
On Sep 1, 4:21 pm, Dan Sherman impact...@gmail.com wrote:
Yeah, that's what we were looking into doing. Was just hoping that there
might be a nice framework I missed somehow :)
Thanks man
Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
uploading that texture for each update. It did work to upload the new
texture every frame (score changing every tick) but it did have a
slight impact on performance. I ended up just updating every 10
frames. For my next game
The SpriteMethodTest application shows the benefits of opengl,
the main benefit is:
If you have a lot of sprites / a lot of things happening at the same
time it is better to use opengl.
I am porting my game to opengl now. It was too slow on only the Canvas
(30+ things moving at the same time)
We're having the same issues in some of our games. Unfortunately running
into issues drawing dynamic text in OpenGL, any chance you'd care to share
your solution for that? (if you have one that is)
- Dan
On Mon, Aug 24, 2009 at 2:39 PM, TjerkW tje...@gmail.com wrote:
The SpriteMethodTest
Some phones implement this functionality in hardware, others in
software.
Here is a tutorial I found recently:
http://sites.google.com/site/drpaulthomasandroidstuff/Home/voxel-fun/how-it-works
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The SurfaceView is fine for games, at least simple ones.
Have a look at the LunarLander sample.
http://developer.android.com/guide/samples/LunarLander/index.html
On Jul 21, 9:33 pm, klirr haskell...@gmail.com wrote:
I use SurfaceView for my game, tried normal View first but that was to
slow.
Did you try to have the rendering done in a seperate thread?
On Jul 21, 4:33 pm, klirr haskell...@gmail.com wrote:
I use SurfaceView for my game, tried normal View first but that was to
slow.
Problem is, it still is. The redrawing just isn't anywhere fast enough
for a game. So unless it is a
no, thanks for the tip. should I have one main thread and then have
one drawing-thread running the whole time then?
and GameView should implement Runnable? what should be in run()?
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You can't make any judgements about performance based on the emulator. You
HAVE to run your code on a device, plain and simple. It could be faster
than the emulator, it could be slower, you don't know.
On Tue, Jul 21, 2009 at 1:33 PM, klirr haskell...@gmail.com wrote:
I use SurfaceView for
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