Have you tried basing your code on one of the official samples in ApiDemos?

On Mon, Mar 30, 2009 at 8:39 PM, Jint3i <victor.jimmiesha...@gmail.com>wrote:

>
> Actually, if you're using GlSurfaceView check the following function:
> private void guardedRun() throws InterruptedException
>
> Specifically the section regarding wait:
>  if(needToWait())
>  {
>      while (needToWait())
>      {
> //          wait(); /* I commented out this line*/
>      }
> }
>
> It seems to hang in the wait function indefinitely on the first frame.
> Not sure why.
> Other than that if the screen is allowed to sleep or forced to sleep
> GL seems to lose the context.
> Hope that helps anybody else.
>
> On Mar 30, 10:12 pm, Jint3i <victor.jimmiesha...@gmail.com> wrote:
> > To add, when I hit the back button to exit the application the last
> > frame of the scene is rendered properly but of course because I'm
> > exiting the application at that point it does me little good.
> >
> > On Mar 30, 1:19 am, Jint3i <victor.jimmiesha...@gmail.com> wrote:
> >
> > > I would like to know why this doesn't work as well. I'm able to use
> > > the options mentioned by gigadude but the device fails to hide the
> > > notification and title bars and also fails to render the OpenGL scene
> > > when the MEMORY_TYPE_GPU flag is set with Window.requestFeature
> >
> > > On Mar 6, 1:16 am, gigadude <e.a.hutch...@gmail.com> wrote:
> >
> > > > While trying to get a GLES demo running full screen I came across:
> >
> > > >
> http://groups.google.com/group/android-developers/browse_thread/threa...
> >
> > > > which is out of date, the correct code now seems to be:
> >
> > > >         // We don't need a title either.
> > > >         requestWindowFeature(Window.FEATURE_NO_TITLE);
> >
> > > >         // remove status bar
> > > >         int flags = WindowManager.LayoutParams.FLAG_FULLSCREEN;
> > > >         getWindow().setFlags(flags, flags);
> >
> > > > I noticed there are some other interesting WindowManager.LayoutParams
> > > > flags:
> >
> > > > WindowManager.LayoutParams.MEMORY_TYPE_GPU
> > > > WindowManager.LayoutParams.MEMORY_TYPE_PUSH_BUFFERS
> > > > WindowManager.LayoutParams.MEMORY_TYPE_HARDWARE
> >
> > > > all but WindowManager.LayoutParams.MEMORY_TYPE_HARDWARE seem to
> > > > prevent
> > > > the app from drawing anything, is there a detailed description of
> what
> > > > said flags actually do?
> >
> > > >   - Ed
> >
>


-- 
Dianne Hackborn
Android framework engineer
hack...@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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