Yes apologies and thanks for your quick reply. You provide great info and are timely which is appreciated.. I'd be glad to buy a round for the Android team... um how large is it again? Android graphics team? um the really cool graphics folks? at I/O ;) I should not be allowed to post on the Internets after a long work session and these days its 6/7 days a week marching to launch as it's on my dime.. Do take it for semi-serious plus the lolz though; I know you guys work hard and Android has come a long way and it's still just beginning. I think it's spectres from Android's past that are nipping at my heels in this case due to the similarity. I'm just a little knackered that I think I know exactly the area things are failing in (init as things go) and I can't immediately fix or test it nor can I afford at the moment to get a Xoom or 3rd Tegra 2 device; will try and track a non G-Slate down though. It's just odd things work great on 1.5-2.3 OS across numerous devices, but not G-Slate / 3.0. I will let you know what I find out soon.
For one brief flash while rapidly trying to rotate the screen w/ Auriga3D / quake 3 class engine I saw a flash of textures that all looked correct; I haven't been able to repeat that though and as things go though the intro screen for now is just a flat quad texture, so it should show up as it's not rocket science. The simple 3D cube demo of course is not working too, so init problem is likely and as mentioned when I get this massive refactor done (I'm about to unleash a component oriented platform of 550+ components that form a cross- platform Java middleware SDK w/ lots of goodies + base engine + component entity system support) I'll be able to test thoroughly the 3D demos in 1-2 weeks. I've been refactoring for months thoroughly moving away from strict OOP. It was much more work than I thought to create a robust component oriented platform. As I mentioned it's more spectres of Android's past haunting me and scaring me to death that something like this will happen after I release and potentially charge devs for a quality middleware platform. Basic GL init should just work across the majority of devices or failures detected and displayed to the user.. Black screen.. Not digging that so much. I'll be putting in extra effort to detect errors during init and display user actionable errors + error reporting. I actually have that in there now, so also perplexes me why nothing would pop up. Can you perhaps mention a Java based game of significant complexity that doesn't use the API/SDK GLSurfaceView.. I like to compare my efforts against Deadly Chambers, but it is using the API GLSurfaceView and works out of the box on tablets (G-Slate at least) with no / minor changes; nicely too on Tegra 2 devices. It would be good to reference other Java GL non API / GLSurfaceView oriented apps in times of crisis. Some general worries though.. I've not shipped yet, but soon and these issues again give me the jitters as I'd like to think other devs / users would understand, but not everyone is so forgiving especially when it's pro / paid middleware (GPLv3 w/ commercial license for the core). My hands are tied for now if you don't know of any specific underlying GL implementation method changes then I just have to get the demos back up and step through the init process and potentially test on another Honeycomb tablet. I'd offer sending you the simple 3D cube demo or anyone else for a head check and that would be much appreciated. Regards... On Apr 23, 7:03 pm, Dianne Hackborn <hack...@android.com> wrote: > I am not aware of any existing GL applications that completely break like > this. I have run lots and lots of the top applications on Xoom without > trouble. Applications also haven't generally broken on previous platform > releases, and I am pretty sure there are many applications on Market that > don't use GLSurfaceView. > > To be honest, I don't have more time than to just scan through your long > rant; it looks like most of what you are trying to do is let off steam than > look for anything constructive, so I'll leave it at that. -- 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