[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread jburk...@babaroga.com
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

[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread johnburkert.babar...@gmail.com
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,

[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread sylvestercaro...@gmail.com
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

[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread Romain Guy
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