Hi,
I am experimenting with the OpenGL ES on my Nexus 5 device. I have noticed
however that when I create a GLSurfaceView the resolution is not the full
native resolution.
Is there a way to enable the use of full native resolution graphics with
OpenGL ES on Android, instead of rendering at low
My app will receive input from external bluetooth devices.
I want to be able to let the user configure the application according to
the paired device present.
The obvious place for this is within the shared preference activity.
As I am only targeting tablets for this, I was wanting to take
Yes, I'm currently using this class. The problem is that it loads a
drawable, which I do not know how to apply a tint to. There could be
something that I'm missing, but I've not found a way yet.
- Kevin
On Thursday, May 22, 2014 5:51:39 PM UTC-4, Kostya Vasilyev wrote:
This is the class
You'll need to copy the source code for ActionBarDrawerToggle.java into
your project, possibly renaming (I forget if it somehow gets wired into the
action bar automagically or has to be done from application code).
Make changes to how the constructor initializes mDrawerImage, applying
color tint.
Hi,
Interesting. What OpenGL context size are you seeing in
Renderer.onSurfaceCreated method then?
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H
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Whoops,
It was supposed to read Renderer.onSurfaceChanged instead..
--
H
On May 23, 2014 10:56 PM, Harri Smatt har...@gmail.com wrote:
Hi,
Interesting. What OpenGL context size are you seeing in
Renderer.onSurfaceCreated method then?
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H
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You received this message because you are
On Wednesday, May 21, 2014 12:23:32 PM UTC-4, Kostya Vasilyev wrote:
Is there more to the message? I grepped the base framework, and came up
with these:
The entire message is CalledFromWrongThreadException: Only the original
thread that created a view hierarchy can touch its views
And
Hi,
It was long ago I did search and verify various websocket libraries
available back then for my needs. Autobahn was one of them and they seem to
have Android support too these days.
http://autobahn.ws
Hope this helps.
--
H
On May 21, 2014 7:56 AM, android developer
Hi,
How frequently do you call this method? I mean, you re-create both
RenderScript and IntrinsicBlur objects on every call. And I am wondering
how the underlying native implementation copes with this if the method is
called twice or more within short a period.
--
H
On May 20, 2014 10:08 PM,
Hi Harri,
thanks for the interest. It seems though that I was mistaken. There is
something wrong with my project. I verified that the standard OpenGL ES 2
example included in the NDK works fine with the native resolution. I yet
don't understand exactly where, but it's clear the fault is in my
2014-05-24 0:05 GMT+04:00 plnelson pna...@gmail.com:
On Wednesday, May 21, 2014 12:23:32 PM UTC-4, Kostya Vasilyev wrote:
Is there more to the message? I grepped the base framework, and came up
with these:
The entire message is CalledFromWrongThreadException: Only the original
thread
If you don't want to copy / modify classes:
private void setActionBarUpTint(int color) {
int upId = getResources().getIdentifier(android:id/up, null,
null);
if(upId == 0) return ;
View view = getWindow().getDecorView().findViewById(upId);
if(!(view instanceof
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