and
is used by the included Java files for the engine project.
Please find the engine documentation at
www.batterytechsdk.com/engine-documentation
Thanks
Robert Green
DIY at http://www.rbgrn.net/
On Fri, Jan 18, 2013 at 2:32 PM, bob b...@coolfone.comze.com wrote:
Ok, thanks. BTW, I'm
Hi Bob,
The SDK is the lower-level C++ platform and the engine is a game engine
written on top of the SDK that provides all the high level things a game
developer would want like animation, scripting, resource management, etc
Robert Green
DIY at http://www.rbgrn.net/
On Mon, Jan 14, 2013
for Android. It runs standalone on Windows and OSX.
Robert Green
DIY at http://www.rbgrn.net/
On Thu, Jan 10, 2013 at 8:50 AM, bob b...@coolfone.comze.com wrote:
Thanks.
I'll try to take a look at them when I get a chance.
BTW, do you pretty much need the NDK to use your engine
you're ready to release or
integrate any 3rd party products.
Robert Green
DIY at http://www.rbgrn.net/
On Thu, Jan 10, 2013 at 1:12 PM, bob b...@coolfone.comze.com wrote:
Thanks.
Can you tell me where to find the .so file?
I don't see it in your two zip files.
On Thursday, January 10
Slyon Street Tuner -
https://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
NSCRA Tuner Challenge -
https://play.google.com/store/apps/details?id=com.powerrevracing.nscra
Robert Green
DIY at http://www.rbgrn.net/
On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.com
Thanks bob! That game was from before BatteryTech and was the reason we
built a proper game engine.
Robert Green
DIY at http://www.rbgrn.net/
On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:
Thanks.
By the way, I tried your Deadly Chambers game. It is impressive. I
UTC-6, Robert Green wrote:
Out of the box it supports OBJ for static geometry and Collada (DAE) for
static and animated models. We have a utility that will convert either of
those to a binary format called BAI to go to production because it's
smaller and loads faster. The engine uses
utilities that work, so there is that option.
On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:
Looks interesting. What 3d model formats does it support?
On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:
Hi All,
I'm a long time contributor of this group (over
Hi All,
I'm a long time contributor of this group (over 400 posts I think),
developer of Deadly Chambers, Antigen and several other Android games and
just wanted to, in good will, let you know about the game engine that we've
been developing for the past 2 years. It's called BatteryTech
We have 2 layers,
1) SurfaceView with MediaPlayer attached to play video
2) Translucent GLSurfaceView for interactive 3D on top of video
The configuration is really pretty simple:
MyGLSurfaceView glView = new MyGLSurfaceView (this);
((GLSurfaceView)glView ).setZOrderMediaOverlay(true);
I need to play MP4 videos from assets and external files without built-in
video controls. This code works fine on a number of devices but there are
some that are crashing in stagefright. I'm following the instantiate,
prepare, play lifecycle correctly I believe and have attached the
We just did a big profiling, optimizing and tuning session on our
engine and found that we had LOTS of redundant Shader and Geometry
binds and unbinds. We found that we never need to unbind from shaders
or disable vertex attributes because they are automatically all
disabled when switching
Isn't this that really awful GL-related bug I've been talking about
for nearly 2 years? I can't believe this still exists in honeycomb,
worse yet that it's nearly unrecoverable to tablet users that can't
remove their battery and don't have enough technical knowledge to use
ADB.
Ever since my tab 10.1 got upgraded to 3.1, I no longer see my
application's log in logcat. Does anyone know the reason for this and
how I can see it again?
Thanks!
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Scratch that - I'm seeing the logs (in the midst of a bazillion other
real-time logging statements) but it wasn't printing a stack trace on
a crash for me. Anyone have an idea on that?
On Jun 29, 7:05 pm, James Wang jameswangc...@gmail.com wrote:
I do not see this problem. r u sure your app is
Think of home like alt-tab in windows. You never need to capture it.
You just need to handle onPause()/onStop() in a way that makes sense
for the user temporarily leaving your app. You'll get onFinish() when
your app is to be actually destroyed. If you have a need to actually
kill off the whole
I'm a long time Android developer (Been here since pre 1.0). My focus
is on games, so I don't care too much about the apps side of things.
Generally I want a game to just consume the screen and everything to
just scale up as a percentage (a button should always be 50% of the
screen, etc). I even
What's the right way to scale an arbitrary-sized image up to consume
all of one axis while maintaining aspect ratio using an ImageView/xml?
For instance, I have a 300px x 300px image I'd like to stretch up to
fill the screen while keeping aspect. That means on a 480x800 screen,
it should be
Not possible, eh?
On May 26, 1:03 pm, Robert Green rbgrn@gmail.com wrote:
I'm a long time Android developer (Been here since pre 1.0). My focus
is on games, so I don't care too much about the apps side of things.
Generally I want a game to just consume the screen and everything to
just
I also want to do this exact same thing. I don't want my text to be
the same physical size - I want it to be bigger when there are more
pixels regardless of density (yes it means super big text on a 10
screen). Since Android made compatibility mode a postage stampish
kind of mode on tablets
Testing on my xperia play shows that it goes up to Pointer ID 15 and
then starts over again! Why 15? No clue...
This is inconsistent behavior when compared to all other multitouch
Android devices. I'm going to end up implementing the same remapping
solution for all my multitouch games and
:38 pm, MichaelEGR foun...@egrsoftware.com wrote:
On May 17, 12:25 pm, Robert Green rbgrn@gmail.com wrote:
Testing on my xperia play shows that it goes up to Pointer ID 15 and
then starts over again! Why 15? No clue...
WHAT? You mean you don't use your toes? ;P
This is inconsistent
Actually, it's not just native, but requires a native activity...
http://developer.sonyericsson.com/cws/download/1/921/870/1297178992/Accessing_Touch%20Events.pdf
I don't plan on supporting it until they can provide a normal native
lib or header or Java access.
On May 17, 2:10 pm, Robert Green
It's not an engine but it's worth mentioning -
www.batterypoweredgames.com/batterytech
This is a shameless plug. I wrote it, use it and advocate it :)
On Apr 13, 10:40 am, Peter Eastman peter.east...@gmail.com wrote:
As a note; The game was better than I expected to see :).
Thank you. :)
You can do lots of interesting tricks with memory with shaders,
particularly pixel shaders. Many implementations put all types of
wild data into textures that aren't images and access that with a
swizzle in the pixel shader as whatever 32 bit values they needed.
You need to learn GLES2 to
Right now - yes, they do. AFAIK, most GLES 1.0/1.1 implementations on
2.0-standard chips are always using 2.0 internally but the driver has
1.1-compatibility shaders that it uses behind the scenes to implement
fixed-function emulation.
for your problem - if those are two totally different chips,
If all you want is canvas drawing, just use a surfaceview. If you
want OpenGL, use a GLSurfaceView.
Those are all you need.
On Mar 28, 5:53 pm, Toby t...@tobiah.org wrote:
I'm finishing up my first app for my company, so I
am getting more comfortable with android. I'd like
to do a personal
What resource directory is your bitmap in? drawable-nodpi?
On Mar 25, 10:23 am, MobileVisuals eyv...@astralvisuals.com wrote:
I tried to run a OpenGL tutorial project
http://obviam.net/index.php/texture-mapping-opengl-android-displaying...
on a Samsung Galaxy, but only a white rectangle is
Debug the actual bitmap dimensions after you decode it. It could be
getting scaled if you don't have it in drawable-nodpi.
I also remember something about clamp vs repeat with non-square power-
of-two textures on some chips, but that may be for something else. I
see you're not using mips here
It's usually either NPOT or not handling texture IDs and bindings
correctly :)
I've seen code where people made their own texture IDs incrementally
as they didn't know to use glGenTextures - and it works on many
drivers but certainly breaks on some.
On Mar 17, 2:25 pm, String
I remember that early Android devices were all 16 bit color (RGB_565)
but read something about 24 bit color support on newer devices? I'd
like to enable it in a safe way if possible for my surface/pixelformat
for GL but I'm not getting a valid egl config back.
I've tried:
setEGLConfigChooser(8,
...@android.com wrote:
RGBA should be supported on all devices, but you are asking for RGBX
which may not be supported.
On Wed, Mar 16, 2011 at 10:04 PM, Robert Green rbgrn@gmail.com wrote:
I remember that early Android devices were all 16 bit color (RGB_565)
but read something
:43 PM, Robert Green rbgrn@gmail.com wrote:
Thanks Romain,
So what's the correct, complete solution? Set the window to RGBA
then use 8 8 8 8 for the egl config chooser or is translucency
preferred? I just want something that won't be finicky and break on
future chips/devices/oem
http://www.facebook.com/profile.php?id=1113885654 using site
http://mobilesat.blogspot.com/ to syndicate files from mediafire.
He's posting to all of the device fan pages with links to his site
which is full of commercial APKs for free. Please report this person
for spam/scam if it affects you
Have one big custom surface view for your game. Use canvas to draw
stuff to it. Keep fields that are the position. Process input to
change the position. Draw the ball where the position is on your
surface (using canvas). See the examples that come with Android SDK
for more info on using
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
iOS simulator is fast because XCode builds an X86 binary and because
iPhone and OSX both run basically the same OS, there is no actual
emulation happening, mostly just API mapping... It's running as a
mostly OS-Native binary.
Unless you want to develop your apps in Android itself on your desktop
Let me enter this most holy war with some first hand experience. I
have under my belt 5 Android-only games and one cross platform Android/
iPhone game. Want to guess which took the least amount of time
relative to difficulty of game to do? The fact of the matter is that
once you're good at
I'm currently writing clean cross platform games in C++. I'll be
releasing a product very soon that is the foundation of what I'm doing
there.
On Jan 20, 6:16 am, brian purgert brianpurge...@gmail.com wrote:
Thanks i looked into it and i really like the unity game engine, and i just
bought a
It's kind of like what I said. You're at the point now where you need
to take a step back and look at the big picture before you can move
forward and make things more interesting.
If I were you, my end goal would be to have a design that lets me
write a bit of code that looks like this:
if
Model your world. Try this:
public class GameObject {
public float x,y;
public Bitmap bmp;
}
public class Tank extends GameObject {
// do tank stuff
}
public class Bullet extends GameObject {
// do bullet stuff
}
See where I'm going there? Then in your main game class you just keep
a
There are many Android devs who have plenty of GL experience, however
I believe that your post was too vague to draw interest.
I believe many of the good game developers have stopped watching this
group because it has become rather large and generally has little to
offer graphics and simulation
I wish I could have every eclipse naysayer sit by me and pair
program. I've never had an IDE that I can burn through code so
efficiently in every way. In fact, they do have UX experts working on
it. It's gotten very good, but like any big IDE, you need to know
lots of details to make use of
First of all, you will not have that working in 5 days if this is your
first game. Any one little thing will get you hung up and you'll
slip. You will need much more time than that to get acquainted with
game development.
I published an article here about android game development -
Where to start?
1) Read the documentation. http://developer.android.com/sdk/ndk/index.html
2) Ask on the right mailing list. http://groups.google.com/group/android-ndk
3) Get replies publicly so that the information can help other
people. Asking to have people personally email you answers
Define a minimum distance, say 10 dips.
Make or use a Vector2D class. (just x and y)
Allocate an array for your Vector2Ds.
pseudocode:
onPointerMoved() {
if (points.size() == 0) {
points.add(new Vector2d(pointerx, pointery));
} else {
Vector2D lastpoint = points.get(points.size() -
modeling
application.
On Dec 23, 12:37 am, pedr0pulsarpie...@gmail.com wrote:
What do you think about it?
http://en.wikipedia.org/wiki/UV_mapping
On 23 Dic, 09:19, pedr0pulsarpie...@gmail.com wrote:
Thanks a lot,
especially at Robert Green for his very good explanation!
The absurd
Important decisions to make are:
1) Is this just for Android or are you targeting more systems?
2) Do you need a performance component, like a real time puzzle
solver or random puzzle game creator?
3) Do you want fancy graphics or is something really basic going to
work?
If #1 = Only Android
...@gmail.com wrote:
What do you think about it?
http://en.wikipedia.org/wiki/UV_mapping
On 23 Dic, 09:19, pedr0 pulsarpie...@gmail.com wrote:
Thanks a lot,
especially at Robert Green for his very good explanation!
The absurd thing is that the code which I posted above is 100% right
No. Load it once and reuse it, otherwise you will suffer some nasty
performance.
On Dec 22, 10:35 am, nirm nirmi...@gmail.com wrote:
Hello,
I have a bitmap that i want it to rotate all the time.
This bitmap is placed in a SurfaceView.
My question is: Do i have to create the bitmap every
pedro,
your problem has nothing to do with android. I think you may need a
3D refresher to solve it. Normals are not UVs. Your UVs will depend
on how you want to map, but the easiest way to do it is to map from
the sphere center out using angles, like this. Since GL has 2D
texture coordinate
Also I should add that your sphere normal should be (sphereCenter -
point).Normalize() and will be a 3D vector. Normals are 3D, UVs are
2D.
On Dec 22, 9:09 am, pedr0 pulsarpie...@gmail.com wrote:
Please see the link and reply inside this post if you have not an
account on OpenGL forum, the
(normal.z)/PI + 0.5
But in your code example I don't know if you were calculating normals
correctly. Your normal should be a vector pointing from the center of
your sphere out the vertex, which is done by subtracting and then
normalizing to make it a unit-vector.
On Dec 22, 11:33 am, Robert Green rbgrn
For first gen devices, 20,000 triangles is way too many to get a good
framerate. I found that anything over about 2500 becomes a burden for
them. New devices should be able to handle 20k much better.
What device are you testing on?
On Dec 13, 3:27 pm, Avtar Khalsa akhals...@gmail.com wrote:
Has anyone had this issue resolved yet? My company has a total of 13
published apps but I can only see 8 still with no pagination links or
any of that. The age ratings showed up today but I still have to
punch in package names in URLs to edit apps.
Thanks
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You received this message because
I'm still stuck on page 1 (8 apps in alphabetical order) with no
pagination links so the only way I can modify my other apps is via the
URL.
On Nov 25, 10:34 am, Bradley Brown brownb6...@gmail.com wrote:
Have you tried to go to your account (checkout.google.com)? I went there
and got more
I'm currently missing 4 of my apps! Is anyone else having this
problem?
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I'm glad it's not just me!
On Nov 24, 1:25 pm, Kumar Bibek coomar@gmail.com wrote:
Haha, Quite a few things there...
Will you even be able to log in?
This one is classy. In that case, we might also have trouble logging into
Gmail. :D
Kumar
Some facts:
All HTC phones up until the Incredible and EVO had the old synaptics
touch screen which did not support discrete touch points. The new
high end phones (including the incredible and EVO) have much better
screens.
Motorola Droid, Droid 2 and Droid X all support discrete touch points.
This is what glBindTexture() is for :)
On Nov 1, 3:15 pm, AFgan adolfaild...@gmail.com wrote:
In Android OpenGL ES, I want to be able to switch textures for a given
Rectangle. I have one rect and I put two textures, depending on
different conditions. I just want to switch between textures.
I
Or - make an atlas and only do 1 texture bind per cube.
Raging Thunder 2 probably only switches under a dozen times per draw
because of atlasing, group-by-texture optimizations, etc.
There are profiling tools you can get to check for performance
bottlenecks, btw. Search for the Adreno profiler
Luke,
Read these.
http://groups.google.com/group/android-developers/browse_thread/thread/6243785d31f904d7/155df9bc386bb0ad?lnk=gstq=3d+selection#155df9bc386bb0ad
FYI:
Extensions are only listed if the GL implementation is below the
version that has the same filter built-in.
For example, the original droid DOES support VBOs, but it's not listed
as an extension. It shouldn't be, because you can see that the GLES
version given when initializing a 1.1
havent been able to successfully adapt, beyond what
Robert Green has posted, the GLSurfaceView to work for live wallpaper
without the 30fps barrier.
Is there someone out there that has solved this?
On Oct 15, 6:54 am, Lance Nanek lna...@gmail.com wrote:
Did you lookup the usual refresh
.
Thanks.
On Tue, Oct 12, 2010 at 10:56 PM, mr.winky mr0wi...@gmail.com wrote:
I've been using the GLWallpaperService as posted by Robert Green
(http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-
wallpapers), which has worked so far for the live wallpapers but I'm
Skip straight to the custom 3D FPS engine :)
On Oct 11, 12:48 am, Rocky rkjhaw1...@gmail.com wrote:
Hey,
go through the java code, xml code, and try to understand the flow, and
replace hello world to ur customize text,
then go through the developer.android.com for there u may find lots of
Girish,
There are 2 tools you will need:
1) Canvas APIs
2) Your programming intuition
It's not hard. Just load the 6 bitmaps, create your atlas one and
draw the 6 bitmaps to it, then store the percentages (learn about UV
coordinates somewhere) and use those percentages as your UVs. Get the
FWIW - The iPhone simulator does not emulate the actual phone.
Instead it routes calls to native OSX functions, simulating the
environment. The Android emulator does in fact emulator an ARM CPU
and runs Android OS on it, which is an important distinction between
the two. When using GL in the
:
Maybe set swap interval. I have to say I feel your pain as Android is
starting to feel like PC when it comes to graphics drivers.
On 10/1/2010 9:03 PM, Robert Green wrote:
Update - I just tested with eglWaitGL right before swapBuffers and I
got the same nasty performance hit
Bad news... My testing shows a very significant performance hit from
doing this.
Nexus One went from 40fps without ending on glFinish down to 20-27.
G1 went from 30fps down to about 5-10.
This is not good. I can't just put that in and call it fixed or it'll
make the game unplayable on low end
After more testing it's apparent that glFinish is causing nearly
double the frame time and it's not my code causing the issue.
Do you think adding glFlush() will do anything useful? I did that on
my first 3D game and no one's ever complained about it freezing.
On Oct 1, 6:12 pm, Robert Green
think the driver has a more clearer picture as to what is going on.
On 10/1/2010 7:43 PM, Robert Green wrote:
After more testing it's apparent that glFinish is causing nearly
double the frame time and it's not my code causing the issue.
Do you think adding glFlush() will do anything
Update - I just tested with eglWaitGL right before swapBuffers and I
got the same nasty performance hit as glFinish.
Any other ideas?
On Oct 1, 7:43 pm, Robert Green rbgrn@gmail.com wrote:
I'm not mixing native with my context, but I get lots of reports of
freezing and have seen it on my
You're going to find a couple of major chips used for Android phones
so just knowing that lets you know what it supports:
Integrated CPU/GPU
Qualcomm MSM7200 - OpenGL ES 1.1 (G1, Hero, MyTouch, Cliq, Blur, Eris)
Qualcomm Snapdragon - ES 2.0 (N1, EVO, Incredible, others)
Dedicated GPU
Any PowerVR
So after finishing with glFinish(), you haven't seen a freeze at all
or you just saw one now? I'm not sure what to make of the until now
part :)
If you really think that's making a difference, I'll try it out and
see if it makes a difference for my games as well, though I have to
play for about
And it was happening reliably before?
On Sep 21, 12:48 pm, timedilation udayan.k...@gmail.com wrote:
I haven't seen any freeze since making that change (I am only testing
this on the HTC Desire running 2.2)
On Sep 21, 1:32 pm, Robert Green rbgrn@gmail.com wrote:
So after finishing
Bah, 2D in OpenGL really isn't that hard and there's not that much
extra code. If someone were to just write a simple spriterenderer
class that takes a set of bitmaps and lets you draw them wherever you
want by index then improve it to handle an atlas of images for faster
drawing and you've got
Kostya hit it:
float angleDegrees = Math.toDegrees(Math.atan2((y1 - y2) / (x1 -
x2)));
On Sep 15, 11:32 am, Kostya Vasilyev kmans...@gmail.com wrote:
Pedro,
Java (and pretty much any language's) trig functions work with angles
expressed in radians.
http://en.wikipedia.org/wiki/Radian
and x1 being very close to each
other. Depending on the sign of y2 - y1 that's either up or down.
-- Kostya
15.09.2010 20:45, Robert Green пишет:
Kostya hit it:
float angleDegrees = Math.toDegrees(Math.atan2((y1 - y2) / (x1 -
x2)));
On Sep 15, 11:32 am, Kostya Vasilyevkmans
. That's a lot of potentially affected users.
On Sep 13, 3:22 am, Robert Green rbgrn@gmail.com wrote:
Jeremy,
It happened to me quite a bit on both 2.1 and 2.2 on every device.
It's surely a defect of Android but so far no one has been able to
track it down. It's a tough
Jeremy,
It happened to me quite a bit on both 2.1 and 2.2 on every device.
It's surely a defect of Android but so far no one has been able to
track it down. It's a tough one, very difficult to reproduce
reliably. It tends to happen more often in certain cases for reasons
unknown to me right
to support emails I've received.
On Sep 13, 3:22 am, Robert Green rbgrn@gmail.com wrote:
Jeremy,
It happened to me quite a bit on both 2.1 and 2.2 on every device.
It's surely a defect of Android but so far no one has been able to
track it down. It's a tough one, very difficult to reproduce
:
Thanks! =)
Thiago
On Tue, Sep 7, 2010 at 14:25, Robert Green rbgrn@gmail.com wrote:
I was going to suggest doing what they outline in that lesson. In
short - keep a rotation matrix for the current orientation of your
cube. Process input and keep a rotation matrix that you apply
Lance,
That's a good idea, though often times for 3D Models you'll need a few
different object groups of given name to be loadable. You can simple
insert them into a HashMap and serialize the whole thing. It
deserializes surprisingly fast, especially if all you're storing are
ints or floats for
I was going to suggest doing what they outline in that lesson. In
short - keep a rotation matrix for the current orientation of your
cube. Process input and keep a rotation matrix that you apply the
user input to, then multiply the cube matrix by and store the result
as the cube matrix, then
Christian,
Most games make their own map editor/generator and the reason for this
is because for your game to run well, you will want to have an
efficient implementation of whatever it is that your game world plays
in. Since you already have to write code to render it, it's usually
not that much
Go lightweight and cross-platform. You'll be glad you did.
Almost every platform can easily encode/decode JSON. Consider using
it if it's not a real-time protocol (JSON is awesome for turn-based
stuff). If it is a real-time protocol, roll your own binary format.
Keep it super simple, with
Fog of war =
1) Divide world into tiles.
2) Tile can have any of 3 states { FOGGED, PARTIALLY FOGGED, CLEAR }
3) If tile = FOGGED, draw black (or don't draw at all if you're
clearing to black)
4) If tile = CLEAR, draw normal stuff.
5) If tile = PARTIALLY FOGGED, draw normal stuff, determine
I had crazy problems with that, too. Apparently the GLES Version
filtering doesn't work right for many devices. It didn't work right
for the first EVO firmware. I don't know if they've fixed it.
Filtering is done by the client sending up all of its capabilities (I
believe) to the market server
I had good luck just serializing them with a small utility I wrote.
The workflow is like this:
1) Create your geometry in whatever tool you use
2) Write a tool that can load that geometry from whatever format its
saved in (or in your case skip #1 and just start here with your
generator) and
Shashidhar,
Use a surfaceview. Create a bitmap the size of the screen. Update it
with your new line or whatever you want to do, then draw it to the
canvas.
On Sep 6, 11:37 pm, Frank Weiss fewe...@gmail.com wrote:
The list of objects the view draws when the OS asks the view to redraw
itself.
ArcDroid,
I would do the following:
Mock up the screen in a graphics creation/editing application. Slice
out the parts that you're going to use for your app.
Create a custom view. I use surfaceview if it's going to be primary.
Load all of your assets and draw them to the screen. Tweak to
Bill,
Only devices that have the non-power-of-two extension (NPOT) can do
that. Different chips support different extensions. Most everyone
uses power of two anamorphically to do NPOT rendering. Just pick the
closest power of two size (for a full screen draw, 512x256 for 1st gen
or 1024x512
touched the screen (first IF on my first e-mail).
I don't have other threads running at this moment.
Thanks,
Thiago
On Fri, Sep 3, 2010 at 14:38, Robert Green rbgrn@gmail.com wrote:
Thiago,
I would n...
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Thiago,
I would not expect to see those drawn. Your color/depth clear should
take care of it. You're using a GLSurfaceView and drawing only in the
renderer which is called by the view, right?
I suppose I'd try a flush before the actual rendering pass but that
shouldn't be necessary either.
Thiago,
I'm going to answer by providing a totally different way to do your
picking. If you separate the object models and the rendering into two
different things, you can have it so that when it's time to pick, you
get a ray into your world using glUnProject (assuming you have your
own view
to eliminate these extra builds.
I also tried making a small change to a C++ source file in my project
and it picked up the change when I ran the app.. so seems to work.
On Aug 28, 12:29 pm, Robert Green rbgrn@gmail.com wrote:
Hey guys,
I doubt there are too many people who run CDT
Direction will be in the range -180 to 180 so don't use abs! Always
use sin/cos for y/x respectively when in y+ down 2D coordinate
systems, otherwise x/y respectively.
Here is kind of what you want
// tickDelta should be something like .016f to .033f - definitely
should total 1.0f per second :)
Hey guys,
I doubt there are too many people who run CDT in eclipse for native
apps also with ADT installed for Android, but in the off-chance that
someone here knows anything about this, my problem is that any time I
run any android app, my C builder kicks in for projects totally
unrelated. I
Canvas2D-style APIs are easier to learn than OpenGL in the first place
but once you know OpenGL, there are many things it does effortlessly.
Antigen is 2D OpenGL and took very little graphics effort. Most of
the time was spent tweaking difficulty curves, testing, developing and
integrating
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