also, are you calling canvas.setViewport()?
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
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,
Have you set bounds before the draw?
a drawable will not draw unless set bounds has been called.
On Feb 13, 8:20 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
Please note that this feature is experimental, with bugs, limitations
and no support currently.
On Sun, Feb 15, 2009 at 10:01 AM, johnburkert.babar...@gmail.com
johnburkert.babar...@gmail.com wrote:
i am interested in this also, but haven't spent any time on it. just
some thoughts... are you
4 matches
Mail list logo