In my opinion this would introduce an unnessecary management overhead if ressources become version and/or language dependant so i would prefer to find a more elegant solution.
On 2 Dez., 00:02, Jack Palevich <jack.palev...@gmail.com> wrote: > One possible work-around (which I used for my Quake port) is to have > the application manually download the graphics to a manually-managed > directory on the sdcard. See the Downloader activity > here:http://android-developers.blogspot.com/2008/09/three-new-samples-tria... > > The main drawback of this approach is that you will have to maintain > your own web site to serve the graphics files to your users. > > On Dec 2, 7:25 am, Michael Bollmann <michael.bollm...@googlemail.com> > wrote: > > > Currently i could provide WVGA graphics for my application but if i do > > the HVGA devices would run out of internal memory so instead i use > > HVGA graphics and scale them on WVGA devices. > > Are there any plans to change that so that a device only downloads the > > graphics it needs? > > Or as workaround are there any plans to enable users to install > > applications on the SD-Card? > > > Thanks > > Michael -- 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