It's insane to throw away months of work.

Are you seeing this behavior in other 2 or 3d games running on that device? If so, it's probably a device fault that you simply can't get around, and should just be ignored. There are other devices in the world that, in theory, it should work on. In your market publish, just mention that you had problems with that device and that it's not recommended to be run there, then move on.

If you aren't seeing the behavior elsewhere, then what you have is an application problem. Have you considered that plugging and unplugging the USB cable is introducing thread locking that is absent in your code? When you connect the USB cable, if you have development enabled, you instantly start reading out logging info, which may have locking in there that's fixing some problem you have.

Anyway, giving up smacks of throwing the baby out with the bath water because of difficulties with one device. I wouldn't do it.



On 10/12/2011 12:02 AM, calderwa wrote:
Nope, 'fraid not. That code seems if anything to makes things a little
worse for me = intermittent screen glitches, with rectangular areas
garbled, and the less frequesnt hangup for a second or so, with the
even less frequent reboot. I am using Samsung Galaxy S, 2.3.3, so
clearly not restricted to HTC. All hangs seem to be locking problems
in SharedBufferStack.
glFlush calls have no effect on my problem. Switching from
glDrawArrays to VBOs and glDrawElements had no effect.

This bug is SO bad and i have spent SO long on it now that I am pretty
much at the stage of junking many months of work and not publishing
the openGL version of my app.

This comes on top of unacknowledged problems in java 2d drawing
routines, the ridiculous DirectBuffer problem in 3.0+ where it
allocates 4* as much memory as you ask for. The list is nearly
endless.

Apple, here I come?


On Aug 13, 8:18 am, Herko Lategan<herko.late...@gmail.com>  wrote:
Guys!!!!! *SOLUTION*!!!!

I finally *found the solution* while watching one of the Google IO talks! I
have been struggling with this problem for over 2 months now, while
developing on my HTC Desire, and it made me so demotivated knowing my
application will freeze randomly for some users! But after hours of
searching I found a solution done by a Google Developer!

*solution*:

Here is the link to the solution for 
GLSurfaceView,http://replicaisland.googlecode.com/svn/trunk/src/com/replica/replica...
Search for *mSafeMode, **check all the results*, he gives a description as
to why the error occurs (it is because of broken drivers for certain
chipsets).

I have downloaded the source for this game, so if the links disappear you
can email me and I'll be happy to share.

Good luck to everyone!

--
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

Reply via email to