On Nov 14, 11:18 am, Jeff Boody <jeffbo...@gmail.com> wrote:
<snip>
> If your app specifies that it uses OpenGL ES 2.0 in the Android
> manifest then it will only show up on the Market for devices which
> support it.

As long as there is no software renderer that supports OpenGL ES 2.0
which I hope is the case.  I did find one interesting piece of
information in section 3.8.5 regarding live wallpapers of the Android
2.2 Compatibility Definition:

"Hardware is considered capable of reliably running live wallpapers if
it can run all live wallpapers, with no limitations on functionality,
at a reasonable framerate with no adverse affects on other
applications... ...Device implementations capable of running live
wallpapers reliably as described above SHOULD implement live
wallpapers.  Device implementations determined to not run live
wallpapers reliably as described MUST NOT implement live wallpapers."

So, it might be a solution to require live wallpapers in order to
guarantee that some poor device implementations do not ruin the
application experience since those devices will probably not support
live wallpapers.  The only issue is missing out on capable hardware
that does not support live wallpapers (for whatever reason).

> >Is the solution to add code to the 1.x branch that checks the hardware on
> >startup and posts some message that they should download the new 2.x
> >branch app instead?
>
> I think this is a good idea.
>
> You can figure out if a device supports OpenGL ES 2.0 when it is
> started by looking at the EGL configs to see if any support the
> EGL_OPENGL_ES2_BIT.

Good idea.  Assuming I do not use the requirement for live wallpapers
I'll do this method.

Thanks for the advice,

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