What exactly doesn't work in your application? We have tested many OpenGL
applications and games from Market, found and fixed bugs. We also sometimes
found issues that were in the apps themselves but nothing as dire as what
you are describing (although I couldn't really parse what your problem is
exactly.)

What fails? Do you see a crash? Are things not behaving as expecting? Do you
get EGL/GL errors? How exactly are you initializing your context? There are
no special "workarounds" or behaviors in GLSurfaceView btw.

On Sat, Apr 23, 2011 at 8:16 PM, MichaelEGR <[email protected]> wrote:

> 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 <[email protected]> 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.
>
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-- 
Romain Guy
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time to
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