Robert Green, thanks again for your informative answer.

I added the MODELVIEW mode right after setting the viewport, and did a
loadIdentity  after that. No change, but I agree its the correct thing
to do.

Still zero lines visible on the emulator (even when I scale up its
display). Looks fine on the G1.

Off to read the manuals again ;-(

Per your question:
"gl.glScalef(1, _hgt2width, 1);

 float lscale = .002f*MyApp._curScale;

It could be that I just don't understand what this is supposed to do
but magic multipliers like .002 never look good to me when you're
having issues with drawing precision."

I am drawing in a geographical coordinate space, not pixel space. So
the scaling is used to transform from that space to the viewing space.
In my geographical space, my coordinates are in (projected) lat/long
specified with higher precision than even float can deal with (which,
fortunately, isn't a problem with this app).

My test case uses simple coordinates, but I left in the same scaling
as in the real app.

"// ditch the fixed point (it's only faster on first-gen devices and
only in certain cases)"

For now, I'll keep it because a bunch of code is in it, and I am
testing on a first gen device.

// now if you want a line 1px wide on the 10th line, draw a line with
x on 9.5f

I just want my lines to show up, and my reading of the openGl
documents indicates that they should, if drawn with a line width of 1,
no matter where I put them. Of course, offsetting them from pixel
edges would be a good idea, except I am not drawing in pixel
coordinate space.

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