I've heard the Droid having problems with PNGs that are not 24bit
(alpha). It's worth checking out the Rokon mailing list and forum for
more info on this.

Also if you post in the forums there I'll be happy to test on a Nexus
One.

On Jan 14, 3:14 pm, markusn82 <markus...@gmail.com> wrote:
> Hi,
>
> I'm nearly ready to publish my OpenGL game. I've been browsing this
> newsgroup and I've seen quite a few posts regarding crashes, blank
> screens, etc when running an OpenGL application on the Droid. I have
> three questions:
>
> 1) What are some common pitfalls that occur when trying to support the
> Droid/Nexus One? So far, I've tested my game on the Android 2.0
> emulator (both WVGA & FWVGA) and everything works fine but I'm still
> paranoid.
>
> 2) I've placed my textures (png) in the assets folder. Will these
> images be pre-scaled automatically? I've read about specifying density
> independent images for resources but do the same rules apply for
> images stored in the assets folder? I'm afraid that pre-scaling will
> cause my textures to become non-power of 2.
>
> 3) What additional strategies have developers been taking to ensure
> their application works on the newer devices when they only have
> access to G1/G2 hardware?
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