[android-developers] Bug in IntBuffer.put() when using direct buffers

2009-06-16 Thread djp
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

[android-developers] Blue Screen problem

2009-06-15 Thread djp
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.

[android-developers] Re: Blue Screen problem

2009-06-15 Thread djp
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

[android-developers] Re: PNG transparency and OpenGL ES

2009-05-31 Thread djp
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

[android-developers] Re: PNG transparency and OpenGL ES

2009-05-29 Thread djp
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,

[android-developers] Premultiplied alpha in OpenGL textures

2009-05-04 Thread djp
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

[android-developers] Re: sound effect using SoundPool

2009-02-13 Thread djp
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

[android-developers] Re: sound effect using SoundPool

2009-02-13 Thread djp
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

[android-developers] sound effect using SoundPool

2009-02-12 Thread djp
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