What is the "G-Slate" you keep referring to?? On Mon, Apr 25, 2011 at 8:09 PM, MichaelEGR <[email protected]> wrote:
> Romain thanks for asking all the right questions. > > It appears that the GL config matching system I have needs a little > modification though it should still not fail as I'll describe below. > > Of interest all 2nd gen devices (Droid, N1, Nexus S, etc.) > appropriately find the "high quality" parameters as specified in the > default fall back scheme (a config by exception system): > EGL_RED_SIZE: 5 > EGL_GREEN_SIZE: 6 > EGL_BLUE_SIZE: 5 > EGL_ALPHA_SIZE: 0 > EGL_DEPTH_SIZE: 24 > EGL_STENCIL_SIZE: 8 > > On the G2x / Froyo for whatever reason the "high quality" default > settings are not matched and the "mid quality" default config is > chosen, but everything runs perfectly fine and fast: > EGL_RED_SIZE: 5 > EGL_GREEN_SIZE: 6 > EGL_BLUE_SIZE: 5 > EGL_ALPHA_SIZE: 0 > EGL_DEPTH_SIZE: 16 > EGL_STENCIL_SIZE: 8 > > With the G-Slate the same "mid quality" config is chosen and a context > and everything succeeds in being created with no EGL/GL errors except > no rendering / blank screen. Even the 1st thing done in the demo is to > set ortho mode and simply draw a texture to the screen (not rocket > science here), so nothing complex is done regarding cameras or other > typical GL problems and there are no hard coded parameters (screen > size, etc.) that should break any fundamental rendering. There are > also no other errors raised while the normal execution path / > rendering loop engages. > > So for the G-Slate even though those config values result in a valid > context currently it seems the GL drivers or something of that nature > are not liking it despite this very same config working fine on the > G2x / Tegra 2. > > As mentioned I've been doing a very large refactoring of the TyphonRT > codebase making it a fully component oriented architecture and have > been working on it since July 22nd (last day when I compiled all the > demos). Granted I had a 5 month full time contract in between then and > now working part time (Sept-Feb). I'm just about to finish the full > component rearchitecture / refactor and get 3D support back up and > running here in 1-2 weeks when I can address any changes to the GL > config / chooser support. So the demo apps I've been using were last > compiled back in July which is no problem really. I thought I had a > robust enough of a default fall back system, but apparently not. > > I still think it may be a bug / issue with the G-Slate in regard to > being able to setup a context with likely non-optimal settings causing > a blank screen / no rendering. Something should still render > regardless. > > A similar issue occurred with Android 2.0 and the Droid when the "mid > quality" settings (essentially depth size of 16 instead of 24) caused > a hang in the GL driver. 2.0.1 fixed that and when depth size 16 was > chosen things worked, but less efficiently.. > > In my current case with the G-Slate those settings don't raise any > errors or signs of failure except for no rendering which was the same > symptoms surrounding the Android 2.0 failures and that got my mind > running. > > Once I get the platform fully reworked here I'll examine things deeper > and figure out the right default GL config fall back mechanism to > support the G-Slate. I've been fairly stressed as of late with the > remaining work I've been doing as it's complex and I'm overshooting > desired time estimates. The last thing I need are fundamental driver > issues. I admit I had 6 devices working with only the G-Slate failing > and I tossed it in a proverbial tub of water and it floated and thus > this "it's a witch" post occurred. ;P > > I still think there is a general error regarding GL support with the G- > Slate especially since the G2x / Tegra 2 works fine with the same > parameters, but this is a solvable problem and not the end of the > world. I think each dev working with low level stuff should get at > least one pass for an "it's a witch" post.. ;P > > Regards, > --Mike > > On Apr 23, 10:03 pm, Romain Guy <[email protected]> wrote: > > 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. > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > 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 > -- Romain Guy Android framework engineer [email protected] Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] 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

