Ernest,

Your response is helpful.  I am not using
android.opengl.GLSurfaceView, but I did try to get my EGL config
chooser routine to look like what is provided therein.  Are you saying
that if I did use GLSurfaceView from Android I would not have the
issue?  If so, is there any specific parameters I would need to pass
in for initialization of the GLSurfaceView or the Renderer in order
for EGL config to be chosen properly?

I thank you and look forward to any findings if you take a look at
ongPay!

On Feb 18, 1:00 am, ernestw <ernest...@gmail.com> wrote:
> Dan, thanks for the reply but I was able to get my hands on a Samsung
> Moment, confirm the issue, and provide a fix.  This particular problem
> was caused by a call to glDrawArrays.  In FRG, I use glDrawArrays with
> GL_LINES to draw parts of the in-game UI.  One of the calls to
> glDrawArrays passed an odd number for the 3rd parameter of
> glDrawArrays.  Effectively I was asking to draw a number of lines plus
> one point.  Apparently this doesn't cause issues on a HTC Dream,
> Magic, Hero, Nexus One, or Moto Droid.  On the Samsung Moment, the
> phone display freezes probably due to the CPU being pegged (I
> confirmed that when freeze occurs, logcat still logs "CPU pegged?"
> messages).
>
> Definitely a bad error on my part.  Dan, if you wish to see the bug in
> action, search Android Market for "FRG Lite".  Watch out you'll have
> to pull the phone battery once it freezes.
>
> Shaun, a while ago I ran into one other crash bug on the Samsung
> Moment which was caused by my EGLConfig selection routine.  FRG tests
> available EGLConfigs by creating a small GLSurfaceView in the splash
> screen.  In it, I run a custom EGLConfig chooser and check if the
> resulting config is hardware accelerated or not.  If software
> rendering is used, I display a warning for the user and disable sound
> and music in hopes that the game will still run adequately.
>
> My original EGLConfig selection resulted in EGL_SLOW_CONFIGs (i.e.
> software renderer) being chosen for the Moment.  After the splash
> screen is finished, FRG would crash with a segfault.  My guess is the
> Moment fails horribly in cleaning up a software-rendered surface.  To
> fix this issue I had to make sure my EGLConfig routine didn't ignore
> unknown EGL_CONFIG_CAVEAT values, i.e., for hardware acceleration on
> the Samsung Moment, you must choose the EGLConfig that has
> EGL_CONFIG_CAVEAT that is not EGL_NONE, EGL_SLOW_CONFIG, nor
> EGL_NON_CONFORMANT_CONFIG.
>
> Not sure if you'd have this problem as your game would segfault
> without fail upon cleaning up any OpenGL surface.  You also have to be
> using your own EGLConfig chooser for the bug to possibly happen.  I
> have limited time with the Samsung Moment tomorrow but after I test
> out my fixes for awhile, I'll take a look at ongPay! and see how it
> behaves.
>
> On Feb 16, 11:07 pm, dan raaka <danra...@gmail.com> wrote:
>
>
>
> > what game is this ? can you give the class name of your app for me to search
>
> > -Dan
>
> > On Sat, Feb 13, 2010 at 6:28 PM, ernestw <ernest...@gmail.com> wrote:
> > > Hi all - I'm currently getting some problem comments from people
> > > claiming that my game FRG crashes on the Samsung Moment immediately
> > > when a bullet hits an enemy.  Anybody have a Samsung Moment who could
> > > help me figure out the issue?  I'd use DeviceAnywhere but their
> > > Samsung Moment has been offline for the past 1.5 weeks.  :-\
>
> > > Thanks in advance.
>
> > >  Ernest Woo
> > >  Woo Games
> > >  http://www.woogames.com
>
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