Have you tried different values of gl.glLineWidthx()? 0x1 is 1 in hex, which, given in fixed converted to float = 0.00001 = super, super, super tiny. I'd start with 65536 (0xffff if you really like using hex to represent FP) and see how it does.
On Aug 3, 8:31 pm, SChaser <crotalistig...@gmail.com> wrote: > On Aug 3, 4:33 pm, Indicator Veritatis <mej1...@yahoo.com> wrote: > > > But I am surprised no one has mentioned: your settings for glOrtho's > > near_val and far_val are odd, to say the least. The default is exactly > > the other way around with near_val=-1.0 and far_val=+1.0. Your values > > put the near plane behind the viewer, but the far plane in front. Is > > this really what you want? > > Thanks for pointing this out. I have reversed them (no effect) as a > result of your suggestion. > > I threw them in at the last moment, well into this thread. Originally > they were at 0,0 (I'd drawing in 2D), but when I turned on debugging, > it showed me this was causing a divide by zero (duh - if I'd looked at > the resulting transform matrix I'd have seen that). So I just added > the values, and got them backwards. -- 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+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en