Please note that this feature is experimental, with bugs, limitations
and no support currently.

On Sun, Feb 15, 2009 at 10:01 AM, johnburkert.babar...@gmail.com
<johnburkert.babar...@gmail.com> wrote:
>
> i am interested in this also, but haven't spent any time on it. just
> some thoughts... are you making all the usual gl calls? like clearing
> your buffers, setting up your view and projection, enabling textures
> and then flipping the buffer at the end... repost if you find any
> resolution.
>
> On Feb 13, 7:20 pm, petunio <juanjosegilmen...@hotmail.com> wrote:
>> Hi
>>
>> I am writing an application that uses both 2D and 3D.
>>
>> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
>> (myCanvas);
>>
>> There is a desynchronization between them
>> I have heard that you can create a Canvas based on OpenGL, and then
>> when I draw into that canvas, it is redirected to the opengl
>> surface...
>>
>> something like this:
>>
>> if (GL != null)
>>    myCanvasGL=new Canvas(GL);
>>
>> and then, when I use Drawable.draw(myCanvasGL);
>> that drawable should be drawn into the opengl surface...
>>
>> I must be missing something, because all I can see is a frustrating
>> black screen...
>>
>> any ideas, please...
>
> >
>



-- 
Romain Guy
Android framework engineer
romain...@android.com

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

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