I recall getting bitten by this same bug a while ago when I switch an app out of "density-compatibility scaling".
One thing you may need to watch out for is a bug in Android 1.5 - it mangles the dimensions of images in the drawable-nodpi directory iirc. There's a bit of code you might find useful here: http://blog.tomgibara.com/post/190539066/android-unscaled-bitmaps -- Tom Gibara email: m...@tomgibara.com web: http://www.tomgibara.com blog: http://blog.tomgibara.com twitter: tomgibara On 4 June 2010 17:47, Samsyn <d...@synthetic-reality.com> wrote: > Lance, (and everyone) > > Thank you so much! That was exactly it. All I had to do was rename > my drawables folder to drawables-nodpi (and I did a full rebuild just > to be nice) and now everything is back to normal, with api 4 in place. > > Of course, now I have to decide if I want to support higher rez > screens at the expense of frame rate or not. It's so PRETTY, but it's > at least 50% slower. :) > > Again, I was really pulling my hair out on this. Of course it might > have been NICE if the GL Error Check actually mentioned it didn't feel > the texture was a power of two. I, of course, just knew that it was, > so I never logged a getWidth() on it. It's still a little odd that > some textures were happier than others, but I imagine that is > something to do with which wrong-sized-texture stepped on the memory > of which other. :-) > > Once again, thank you! > > - Dan > > On Jun 4, 8:27 am, Lance Nanek <lna...@gmail.com> wrote: > > If I take a default API level 3 app, load the icon using > > BitmapFactory.decodeResource, and check Bitmap#getWidth and > > Bitmap#getHeight, then I get the values of 48 on the Droid. Now if I > > set android:minSdkVersion to 4 or higher in the manifest, then I get > > the values of 72. This is because changing the API level changes the > > default values for the screens supported: > http://developer.android.com/guide/topics/manifest/supports-screens-e... > > > > It takes the app out of compatibility mode, where Android reports a > > smaller screen resolution than actually exists, and it starts scaling > > up resources from directories like the drawable directory, which is > > considered medium density when there is no density specifier, not high > > density. > > > > So anyway, depending on how you are storing and loading the images you > > are using for your textures, changing the API level may be causing > > Android to resize them. Textures have to have power of 2 size > > dimensions, so this resize can make an image that can be used as a > > texture into an image that can't be used. It's pretty easy to prevent > > the resizing, there are previous threads on that. > > > > On Jun 4, 3:35 am, Samsyn <d...@synthetic-reality.com> wrote: > > > > > > > > > and yes, if I regress to api 3, the problem goes away, but apis 4 and > > > 5 both have the problem.- Hide quoted text - > > > > - Show quoted text - > > -- > 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<android-developers%2bunsubscr...@googlegroups.com> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- 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