glTexCoordPointer() before each call to glDrawArrays() that
succeeds glDrawTexfOES()
I'm not opengl expert but it looks like bug in this opengl implementation.
Let me know if I'm wrong.
marcin
On Fri, Sep 9, 2011 at 4:31 PM, Marcin Mikosik marcin.miko...@gmail.comwrote:
Hi,
I have the same
Hi,
I have the same problem reported by one user of my game (for Galaxy S2).
Textures that are rotated are either completely invisible or rendered
incorrectly.
I use opengl 1.0, without VBO and without mipmapping.
As I do not have access to galaxy S2 I would be grateful if you post your
solution
I exchanged emails with producer of this tablet and service person
acknowledged that's a bug in its firmware. They are not planning any
fixes/updates.
Based on that I claimed my money back in store where I originally bought
this device.
On Thu, Jun 9, 2011 at 10:45 AM, Marcin Mikosik marcin.miko
...@android.com wrote:
Are you sure this is an actual Android compatible device? Does it have
Market on it (and thus compatible per the CDD)? If not, there is no telling
what kinds of incompatibilities there are.
On Tue, Jun 7, 2011 at 10:44 PM, Marcin Mikosik
marcin.miko...@gmail.comwrote
Hi,
I'm experimenting with newly bought android tablet and found out that
android API it provides does not comply with android API
documentation/specification.
Specifically Display.getRotation() and Accelerometer readings returns values
that contradicts each other.
For example:
running
Hackborn hack...@android.com wrote:
Which device is this?
On Tue, Jun 7, 2011 at 1:32 AM, Marcin Mikosik
marcin.miko...@gmail.comwrote:
Hi,
I'm experimenting with newly bought android tablet and found out that
android API it provides does not comply with android API
documentation/specification
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