Have you looked at logcat? Are there any suspicious messages?
Probably there's a problem with freeing bitmaps and you run out of
memory.
On Feb 14, 5:21 am, peter petero...@gmail.com wrote:
Greetings,
I've been having an interesting problem with a game I'm developing.
The game is being built
If not mipmapping, you can do rectangular powers of two (512x256,
1024x512) but if using mips, you need to keep it square (256x256,
512x512).
Some devices can do non power of two, but a good rule of thumb is to
always use it. If you have some reason not to, you can check the
extensions for the
Non-power-of-2 textures became a standard feature in OpenGL ES 2.0, so
if you're using that, you can rely on them being supported.
Peter
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to
I meant to state I'm 'also' looking for suggestions on a good book on
JOGL as a general
study guide.
On Feb 17, 2:35 pm, joshbeck josh.beck2...@gmail.com wrote:
Hello All,
I'm learning OpenGL on my own atm and I have a question about
texturing a surface:
I can create a simple polygon like
I'm going to answer my question here:
http://insanitydesign.com/wp/projects/nehe-android-ports/
Excellent resource for Android OpenGL
On Feb 17, 2:36 pm, joshbeck josh.beck2...@gmail.com wrote:
I meant to state I'm 'also' looking for suggestions on a good book on
JOGL as a general
study
Create texture geometry - 1 2D coordinate per vertex, so for your 4
verts, you could use this:
float texLeft = 0f;
float texTop = 0f;
float texRight = 1.0f;
float texBottom = 1.0f;
float texArray[] = { texLeft, texTop, texLeft, texBottom , texRight,
texBottom, texRight, texTop};
put texArray into
6 matches
Mail list logo