Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-18 Thread Robert Green
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-14 Thread Robert Green
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-03 Thread Robert Green
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-01 Thread Robert Green
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

[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-29 Thread Robert Green
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

[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-28 Thread Robert Green
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

[android-developers] New OpenGL ES 2.0 Game Engine Option

2012-12-27 Thread Robert Green
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

[android-developers] HDMI Mirroring multiple surface layers not working

2012-09-05 Thread Robert Green
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);

[android-developers] SurfaceView-backed MediaPlayer crashing on some devices in stagefright

2012-08-19 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2012-04-21 Thread Robert Green
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

[android-developers] GL-related Crash on Xoom/Tab 10.1 requiring removal of battery or shell reboot?

2011-10-10 Thread Robert Green
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.

[android-developers] Logs not appearing in 3.1?

2011-06-29 Thread Robert Green
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group,

[android-developers] Re: Logs not appearing in 3.1?

2011-06-29 Thread Robert Green
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

[android-developers] Re: In Android, how to get the keyevent of 'home Key' ?

2011-06-08 Thread Robert Green
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

[android-developers] Scaling text up to be relative to screen pixels

2011-05-26 Thread Robert Green
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

[android-developers] aspect-correct image scale-up

2011-05-26 Thread Robert Green
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

[android-developers] Re: Scaling text up to be relative to screen pixels

2011-05-26 Thread Robert Green
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

[android-developers] Re: Text scaling properly on two different mdpi devices (Evo, and Galaxy Tab 10.1)

2011-05-26 Thread Robert Green
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

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-17 Thread Robert Green
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

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-17 Thread Robert Green
: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

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-17 Thread Robert Green
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

[android-developers] Re: 3d engine advices

2011-04-13 Thread 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. :)

[android-developers] Re: OpenGL ES 2.0 Shader Access Client Memory

2011-04-06 Thread Robert Green
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

[android-developers] Re: Do OpenGL ES 2.0 phones also support ES 1.1?

2011-04-04 Thread Robert Green
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,

[android-developers] Re: Where to start with simple video games?

2011-03-29 Thread Robert Green
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

[android-developers] Re: Open GL texture is shown on emulator but not on the mobile

2011-03-25 Thread Robert Green
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

[android-developers] Re: OpenGL texture display properly on my phone. But 'white box' on some device?

2011-03-17 Thread Robert Green
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

[android-developers] Re: OpenGL texture display properly on my phone. But 'white box' on some device?

2011-03-17 Thread Robert Green
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

[android-developers] 24 bit color for GL surface?

2011-03-16 Thread Robert Green
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-developers] Re: 24 bit color for GL surface?

2011-03-16 Thread Robert Green
...@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

[android-developers] Re: 24 bit color for GL surface?

2011-03-16 Thread Robert Green
: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

[android-developers] Yarrr the pirates be on facebook sharin' yer paid apps

2011-03-13 Thread Robert Green
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

[android-developers] Re: Small game develop

2011-03-10 Thread Robert Green
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

[android-developers] Re: opengl textures

2011-02-07 Thread Robert Green
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

[android-developers] Re: Android SDK is so slow that is ridiculous.

2011-01-29 Thread Robert Green
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

[android-developers] Re: Best, easiest, cleanest, way to make a game and cross platfrom.

2011-01-25 Thread Robert Green
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

[android-developers] Re: Best, easiest, cleanest, way to make a game and cross platfrom.

2011-01-20 Thread Robert Green
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

[android-developers] Re: 2D shooting game problem

2011-01-19 Thread Robert Green
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

[android-developers] Re: 2D shooting game problem

2011-01-18 Thread Robert Green
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

[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread Robert Green
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

[android-developers] Re: Eclipse/ADT just not cutting it, need refined ide For androdi development!

2011-01-14 Thread Robert Green
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

[android-developers] Re: 2D game BallBraker

2011-01-12 Thread Robert Green
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 -

[android-developers] Re: Android NDK

2011-01-06 Thread Robert Green
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

[android-developers] Re: Converting Touch Inputs to Vectors

2010-12-30 Thread Robert Green
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() -

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-27 Thread Robert Green
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

[android-developers] Re: Cross Word Game

2010-12-27 Thread Robert Green
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

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-23 Thread Robert Green
...@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

[android-developers] Re: Bitmap Matrix Rotate

2010-12-22 Thread Robert Green
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

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
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

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
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

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
(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

[android-developers] Re: openGL ES animation rendering is coming out choppy

2010-12-13 Thread Robert Green
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:

[android-developers] Can only see 8 of 13 apps in market console still

2010-11-30 Thread Robert Green
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 -- You received this message because

[android-developers] Re: Market is completely out of order !!

2010-11-29 Thread Robert Green
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

[android-developers] Apps missing in publisher console

2010-11-24 Thread Robert Green
I'm currently missing 4 of my apps! Is anyone else having this problem? -- 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] Re: Apps missing in publisher console

2010-11-24 Thread Robert Green
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

[android-developers] Re: how many devices have the nexus one / HTC desire multi touch bug and would you release a game utilizing multitouch anyway?

2010-11-06 Thread Robert Green
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.

[android-developers] Re: OpenGL more textures for one rect

2010-11-02 Thread Robert Green
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

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread Robert Green
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

[android-developers] Re: Kube example with simple 3D object select

2010-10-22 Thread Robert Green
Luke, Read these. http://groups.google.com/group/android-developers/browse_thread/thread/6243785d31f904d7/155df9bc386bb0ad?lnk=gstq=3d+selection#155df9bc386bb0ad

[android-developers] Re: Best phone for OpenGL game dev

2010-10-18 Thread Robert Green
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

[android-developers] Re: Alternative to GLWallpaperService, OpenGL Live Wallpaper

2010-10-15 Thread Robert Green
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

[android-developers] Re: Alternative to GLWallpaperService, OpenGL Live Wallpaper

2010-10-13 Thread Robert Green
.  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

[android-developers] Re: HelloWorld.... now what?

2010-10-11 Thread Robert Green
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

[android-developers] Re: Mapping 6 faces of cube with 6 different images

2010-10-04 Thread Robert Green
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

[android-developers] Re: will the android emulator support opengles 2.0 in the future?

2010-10-04 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-10-02 Thread Robert Green
:   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

[android-developers] Re: OpenGL lockups in 2.2

2010-10-01 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-10-01 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-10-01 Thread 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

[android-developers] Re: OpenGL lockups in 2.2

2010-10-01 Thread Robert Green
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

[android-developers] Re: Android devices supporting OpenGL ES 2.0 (at least through NDK) as of September 2010

2010-09-21 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-09-21 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-09-21 Thread Robert Green
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

[android-developers] Re: Why aren't the 2D graphics API UI toolkit hardware accelerated?

2010-09-18 Thread Robert Green
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

[android-developers] Re: trigonometry

2010-09-15 Thread Robert Green
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

[android-developers] Re: trigonometry

2010-09-15 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-09-14 Thread Robert Green
.  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

[android-developers] Re: OpenGL lockups in 2.2

2010-09-13 Thread Robert Green
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

[android-developers] Re: OpenGL lockups in 2.2

2010-09-13 Thread Robert Green
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

[android-developers] Re: OpenGL - 3D rotation from a 2D input

2010-09-09 Thread Robert Green
: 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

[android-developers] Re: Reading precomputed vertex arrays in application?

2010-09-07 Thread Robert Green
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

[android-developers] Re: OpenGL - 3D rotation from a 2D input

2010-09-07 Thread Robert Green
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

[android-developers] Re: Develop Games

2010-09-07 Thread Robert Green
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

[android-developers] Re: Multiplayer Game – Handle Communication

2010-09-07 Thread Robert Green
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

[android-developers] Re: Fog of war? is it possible?

2010-09-07 Thread Robert Green
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

[android-developers] Re: Bug in glEsVersion?

2010-09-07 Thread Robert Green
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

[android-developers] Re: Reading precomputed vertex arrays in application?

2010-09-06 Thread Robert Green
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

[android-developers] Re: How to repeatedly draw on a canvas

2010-09-06 Thread Robert Green
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.

[android-developers] Re: Multi-touch for a Piano

2010-09-06 Thread Robert Green
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

[android-developers] Re: problem with GL_CLAMP_TO_EDGE

2010-09-05 Thread Robert Green
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

[android-developers] Re: OpenGL ES - Color Picking - Front/Back Buffer

2010-09-04 Thread Robert Green
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... -- You received this message because you are subscribed to the Google Groups

[android-developers] Re: OpenGL ES - Color Picking - Front/Back Buffer

2010-09-03 Thread Robert Green
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.

[android-developers] Re: OpenGL ES - Color Picking - Front/Back Buffer

2010-09-02 Thread Robert Green
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

[android-developers] Re: ADT causing CDT to build all C projects on Android app launch??

2010-08-28 Thread Robert Green
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

[android-developers] Re: Game math/logic calulating movement

2010-08-27 Thread Robert Green
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 :)

[android-developers] ADT causing CDT to build all C projects on Android app launch??

2010-08-27 Thread Robert Green
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

[android-developers] Re: Do I need openGL or not?

2010-08-26 Thread Robert Green
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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