In a process of switching from indirect to direct buffers for OpenGL
geometry specification I've found a problem with the following
function in java.nio.IntBuffer class:
IntBuffer put(int[] src, int off, int len)
this function is supposed to do a bulk transfer of int data from the
given array
Hi All,
several users reported that after starting our application on HTC
Magic it only shows a blue screen with music and sound effects. It
work well on G1 with 1.5 though. The application is using SurvaceView/
OpenGL ES with { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE } EGLConfig
attributes.
15, 1:59 pm, djp david.perou...@gmail.com wrote:
Hi All,
several users reported that after starting our application on HTC
Magic it only shows a blue screen with music and sound effects. It
work well on G1 with 1.5 though. The application is using SurvaceView/
OpenGL ES with { EGL10
because I was expecting non-premultiplied because that's what the PNG
spec says. What do you want to do with non-premultiplied that you are
having trouble doing with premultiplied?
-Anton
On May 29, 4:40 am, djp david.perou...@gmail.com wrote:
I was wandering if you managed to load
I was wandering if you managed to load a RGBA texture without pre-
multiplied alpha.
I'm working with an assumption that every texture is alpha pre-
multiplied, because I was unable to load a RGBA texture without pre-
multiplication (on G1). I'd love to know if it's possible or not.
Thanks,
Hi,
Is there a way to load a texture that is NOT alpha pre-multiplied?
I'm using android.graphics.Bitmap to load PNG files and then
GLUtils.texImage2D() to specify texture image. The result is that
texture colors are automatically pre-multiplied with alpha.
For simple blending you use
totalling under 1MB and you can't call the stop or pause
methods. Many of us use it but you must be careful.
On Feb 12, 3:11 pm, djp david.perou...@gmail.com wrote:
Hi,
there seems to be a dead-lock problem when using sound effects with
SoundPool. I was hoping the the problem would
of the SoundPool. If you specify the capacity of the SoundPool to be higher
than the largest number of sounds you will ever play at the same time, then
it should work.
On Thu, Feb 12, 2009 at 1:11 PM, djp david.perou...@gmail.com wrote:
Hi,
there seems to be a dead-lock problem when using sound
Hi,
there seems to be a dead-lock problem when using sound effects with
SoundPool. I was hoping the the problem would be fixed in the new
firmware update, but unfortunately, it was not. The application still
locks up after couple of minutes when playing sound effects using
SoundPool. My
9 matches
Mail list logo