Hi All, This is the implementation of my SurfaceView Class
@Override public void surfaceCreated(SurfaceHolder holder) { Log.v("My3DClass", "surfaceCreated"); egl = (EGL10)EGLContext.getEGL(); if(egl == null) Log.v("Error","unable to load EGL"); EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if(dpy == null) Log.v("Error","unable to load Display"); int[] version = new int[2]; egl.eglInitialize(dpy, version); if(version[0]<1) Log.v("Error"," unable to initilize version "); int[] configSpec = { EGL10.EGL_RED_SIZE, 5, EGL10.EGL_GREEN_SIZE, 6, EGL10.EGL_BLUE_SIZE, 5, //EGL10.EGL_ALPHA_SIZE, 0, EGL10.EGL_DEPTH_SIZE, 16, // EGL11.EGL_STENCIL_SIZE, EGL11.EGL_DONT_CARE, // don't care about stencils EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT, EGL10.EGL_NONE }; EGLConfig[] configs = new EGLConfig[1]; int[] num_config = new int[1]; if(!egl.eglChooseConfig(dpy, configSpec, configs, 1, num_config)) Log.v("Error","unable to choose Config "); EGLConfig config = configs[0]; EGLContext ctx = egl.eglCreateContext(dpy, config, EGL10.EGL_NO_CONTEXT, null); if(ctx == null) Log.v("Error","unable to create context"); EGLSurface surface = egl.eglCreateWindowSurface(dpy, config, this, null); if(surface == null) Log.v("Error","unable to create surface"); if(!egl.eglMakeCurrent(dpy, surface, surface, ctx)) Log.v("Error","unable to make surface current"); mEglContext = ctx; mEglDisplay = dpy; mEglSurface = surface; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { gl = (GL10)mEglContext.getGL(); if(gl == null) Log.v("Error","unable to load G L"); gl.glViewport(0, 0, getWidth(),getHeight()); gl.glDisable(GL10.GL_DITHER); gl.glClearColor(0,1,1,0); gl.glEnable(GL10.GL_SCISSOR_TEST); gl.glScissor(0, 0, arg2, arg3); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); egl.eglWaitNative(EGL10.EGL_NATIVE_RENDERABLE, null); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 45f, getWidth()/getHeight(), 0.1f, 100); gl.glMatrixMode(GL10.GL_MODELVIEW); mAnimate = true; Draw3D(); } public void Draw3D() { egl.eglWaitNative(EGL10.EGL_NATIVE_RENDERABLE, null); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -20, 0, 0, 0, 0, 1, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glFrontFace(GL10.GL_CCW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 3, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); egl.eglWaitGL(); egl.eglSwapBuffers(mEglDisplay, mEglSurface); } @Override public void run() { while(true) { Draw3D(); } i don't find my screen rendering... is there any problem in my code... Please suggest... thanks & regards, K.Prabhakar --~--~---------~--~----~------------~-------~--~----~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---