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
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
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
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
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
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
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
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
, 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
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
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
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
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