Re: [android-developers] Help with strange OpenGL ES 2.0 Methods

2012-02-13 Thread Jack Palevich
Yes, this is definitely a bug in the Android OpenGL ES 2.0 bindings. Thank you for reporting the bug. We'll fix it in a future release of Android. As a possible work-around, for existing versions of Android that support the NDK, you could write a small JNI library that called the correct C

[android-developers] Re: OpenGL ES 1.1 question (one more time...)

2010-01-13 Thread Jack Palevich
We are not planning on adding new APIs to OpenGL ES 1.0 or OpenGL ES 1.1. Have you looked at the existing glColor4x API? It is a fixed point version of glColor4 that is specific to OpenGL ES, and I think it acts pretty similarly to glColor4ub in many cases. I'm also curious what your use case is

[android-developers] Re: Cannot build Android source in Ubuntu

2009-12-12 Thread Jack Palevich
I don't recognize the ARGH!!! error messages. I wonder if you're using an incompatible version of Java. Android needs version java-1.5.0-sun. You don't mention which version of Ubuntu you're using. If it's the latest version, then that may be the source of your problems. Android won't build on

[android-developers] Re: glTexImage2D gives gLError 1281 on real phone but not on emulator

2009-12-12 Thread Jack Palevich
My guess is that your problem is that you are trying to create a non- power-of-two sized texture, which is not supported on the G1. Try using 512 x 512 as your texture dimensions. You can continue to use 480 x 320 for glDrawTexOES. Here's how you can debug problems like this by yourself in the

[android-developers] Re: Resolution specific graphic packages

2009-12-01 Thread Jack Palevich
One possible work-around (which I used for my Quake port) is to have the application manually download the graphics to a manually-managed directory on the sdcard. See the Downloader activity here: http://android-developers.blogspot.com/2008/09/three-new-samples-triangle-spritetext.html The main

[android-developers] Re: KeyEvent and GLSurfaceView

2009-11-27 Thread Jack Palevich
I don't think you have fully identified the problem you are experiencing. If you read the source for GLSurfaceView, you will see that it does nothing special to handle KeyEvents. So the problem you are having is probably unrelated to GLSurfaceView. On Nov 28, 7:30 am, Mike internet...@hotmail.com

[android-developers] Re: Broken OpenGL texture output after resuming the app

2009-08-31 Thread Jack Palevich
to investigate. I will update this thread if/when I have any news to report. On Aug 26, 10:06 am, Jack Palevich jack.palev...@gmail.com wrote: I work on the Android graphics team. I'll try to look at this issue this week and let you know what I find. On Aug 25, 7:28 am, Ed Burnette ed.burne...@gmail.com

[android-developers] Re: Broken OpenGL texture output after resuming the app

2009-08-26 Thread Jack Palevich
I work on the Android graphics team. I'll try to look at this issue this week and let you know what I find. On Aug 25, 7:28 am, Ed Burnette ed.burne...@gmail.com wrote: Could someone on the Android graphics team comment on whether people should code around this or if people should ignore it

[android-developers] Re: OpenGL leaking garbage

2009-08-06 Thread Jack Palevich
, Jack Palevich jack.palev...@gmail.com wrote: Hi -- I work on the Java Open GL ES bindings for Android. Fadden asked me to chime in here. Please don't use indirect buffers with OpenGL ES -- indirect buffers are not supported, and your code will break, both on current and especially on future

[android-developers] Re: OpenGL leaking garbage

2009-08-06 Thread Jack Palevich
them differently, and somewhere it multiplies 'count' by 3 (hence drawing garbage when 1008 is passed). This behaviour shows up on the emulator and the G1. (glDrawElements has the same behaviour when indices are simple array [0,count-1].) Dmitry On 6 авг, 02:14, Jack Palevich jack.palev

[android-developers] Re: OpenGL leaking garbage

2009-08-06 Thread Jack Palevich
it multiplies 'count' by 3 (hence drawing garbage when 1008 is passed). This behaviour shows up on the emulator and the G1. (glDrawElements has the same behaviour when indices are simple array [0,count-1].) Dmitry On 6 авг, 02:14, Jack Palevich jack.palev...@gmail.com wrote: Hi -- I work

[android-developers] Re: OpenGL leaking garbage

2009-08-05 Thread Jack Palevich
Hi -- I work on the Java Open GL ES bindings for Android. Fadden asked me to chime in here. Please don't use indirect buffers with OpenGL ES -- indirect buffers are not supported, and your code will break, both on current and especially on future versions of Android. Let me see if I can explain