The problem is that i'm in your same situation but i even use the
mipmapping. Maybe only few changes during initialization can fix it, but
without an sg2 to test is too hard. Anyone has ideas or fixed something
similar on sg2?? Thank you in advance
Il giorno 09/set/2011 16.31, "Marcin Mikosik" <marcin.miko...@gmail.com> ha
scritto:
> Hi,
> I have the same problem reported by one user of my game (for Galaxy S2).
> Textures that are rotated are either completely invisible or rendered
> incorrectly.
>
> I use opengl 1.0, without VBO and without mipmapping.
> As I do not have access to galaxy S2 I would be grateful if you post your
> solution once you find it.
>
> thanks
> marcin
>
> On Tue, Sep 6, 2011 at 1:03 AM, emanuele padula <e.pad...@gmail.com>
wrote:
>
>> Thank you Christopher. I'll do some test regarding the mipmapping, but
i'm
>> not sure that it will work. Thank you for you suggestion.
>>
>>
>> 2011/9/5 Christopher Van Kirk <christopher.vank...@gmail.com>
>>
>>> I'm seeing a similar problem on that device, but I haven't spent any
time
>>> looking for an answer yet. I see that you're using VBOs...I've read
>>> somewhere that some devices have trouble with them but I don't know if
it's
>>> true or which devices might be affected. I also know that in my case I'm
>>> also using VBOs, but I'm not rotating the texture, I'm stretching it
without
>>> a mipmap, and it's a JPEG.
>>>
>>> Sorry couldn't be more help.
>>>
>>>
>>> On 9/5/2011 10:15 PM, pad wrote:
>>>
>>>> Hi,
>>>> I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
>>>> out if the problem is my code or of this device!!
>>>>
>>>> ON ALL OTHER PHONES IT WORKS GREAT!!
>>>>
>>>> I'm Using ONLY OpenGL 1.0.
>>>>
>>>> The problem is that with the code below my game cannot draw the object
>>>> that need rotation (the objects are not visualized on the screen).
>>>> Objects with no rotation (angle = 0.0) are drawn perfectly.
>>>>
>>>> ONLY on samsung galaxy s2 the rotated images are not visualized on the
>>>> screen. There is some bug in SG2 that i have to take in cosideration
>>>> or some specific initialization?
>>>>
>>>> Can you help me???
>>>>
>>>> Thank you in advance
>>>>
>>>> public static void drawBitmap(final GL10 gl, final float x, final
>>>> float y,
>>>> final float rotate_x, final float rotate_y, final MyImage m,
>>>> final float angle) {
>>>>
>>>> // Draw using verts or VBO verts.
>>>> gl.glPushMatrix();
>>>> // gl.glLoadIdentity();
>>>>
>>>> final int indexPerTile = TextureManager.INDEX_PER_TILE;
>>>> final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
>>>> * TextureManager.TILE_PER_ROW;
>>>>
>>>> if (angle == 0.0f) {
>>>>
>>>> gl.glTranslatef(x, y, 0f);
>>>> gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>>> m.fx.grid.drawStrip(gl, true, indexRow,
>>>> indexPerTile);// the
>>>> code of this method is below
>>>>
>>>> if (m.alpha != 1 || m.red != 1 || m.blue != 1 ||
>>>> m.green != 1) {
>>>> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>>>> }
>>>>
>>>> } else {
>>>>
>>>> final float xt = rotate_x;
>>>> final float yt = rotate_y;
>>>> gl.glTranslatef(xt, yt, 0f);
>>>> gl.glRotatef(-angle, 0f, 0f, 1.0f);
>>>> gl.glTranslatef(-xt + x, -yt + y, 0f);
>>>> gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>>>
>>>> m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
>>>> code of this method is below
>>>>
>>>> if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
>>>> 1) {
>>>> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>>>> }
>>>> }
>>>>
>>>> gl.glPopMatrix();
>>>> }
>>>>
>>>>
>>>> public void drawStrip(final GL10 gl, final boolean useTexture,
>>>> final int startIndex,
>>>> final int indexCount) {
>>>> int count = indexCount;
>>>> if (startIndex + indexCount>= this.mIndexCount) {
>>>> count = this.mIndexCount - startIndex;
>>>> }
>>>>
>>>> gl.glDrawElements(GL10.GL_**TRIANGLES, count,
>>>> GL10.GL_UNSIGNED_SHORT,
>>>> this.mIndexBuffer.position(**startIndex));
>>>>
>>>> }
>>>>
>>>>
>>>
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