Hi, Is there any way to force a phone with hardware acceleration (say, the ADP1) to use software rendering for OpenGL instead (and ideally within the framework of a GLSurfaceView)? I've been receiving reports that my game doesn't work well on phones without hardware graphics acceleration (like the HTC Tattoo). I can test in the emulator, but emulating the accelerometer doesn't really work well for playtesting. I'm hoping to see how software rendering feels on my ADP1 instead of having to buy another phone to test on.
Also, on a related note, is there any way to find out that I'll end up getting the Pixelflinger as my renderer before I actually get to onSurfaceCreated in a GLSurfaceView? Once I have a GL10 object, I can do a glGetString to find out that Android Pixelflinger 1.0 is the renderer...but can I find out beforehand that there's no hardware acceleration available? Thanks, -Rix -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en