There are many, many differences between devices when it comes to OpenGL ES 2.0 rendering. It's a profound problem, actually, because it more or less demands that you either buy each kind of device for testing (and there are 600+ devices), or buy graphics engine from someone else who has...neither of which are particularly palatable options from an expense perspective because the value of the app is likely to be far less than the cost of the tool or devices needed to test it.

On 12/26/2011 9:34 AM, Michael wrote:
I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
S2, but only displays a black screen on the Nexus One and HTC Desire.
The logs report no errors.  Are there known differences between the
Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
devices?


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