[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-24 Thread Nightwolf
That's odd.
Anyway I've just resent you email.

The point sprites project works OK on HTC G1 (Android 1.6).

On 24 окт, 11:25, MobileVisuals eyv...@astralvisuals.com wrote:
 No, I didn't get the sample project, but it would be interested to see
 it, so could you send it again? Have you tested it on HTC devices?

 I don't get any black squares around the particles with my Quad
 approach either.

 On Oct 22, 12:59 pm, Nightwolf mikh...@gmail.com wrote:



  Did you get a sample project I sent you earlier? It uses point sprites
  and has no black squares around particles.

  On 21 ÏËÔ, 15:20, MobileVisuals eyv...@astralvisuals.com wrote:

   I solved this problem now for the morphed animation. I used a TreSet
   for the sorting. I made a Quad class and and added the quads to the
   treeset for each draw. The TreeSet šthen sorts them in an automatic
   way.

   It's not as fast as with real Point sprites and size attenuation, but
   the speed is OK. This really took a long time to fix. I am still going
   to write to the HTC support, just to let them know that they haven't
   implemented Android in the right way.

   On Oct 14, 10:39šam, MobileVisuals eyv...@astralvisuals.com wrote:

The morphed positions for the stars are calculated from some
precalculated 3d arrays, one 3d array for each single galaxy shape,
like below.
positionsM1 and positionsM2 are the two 3d arrays, which get morphed
for this frame. The result is the new morphedPositions array, which is
drawn later. I can't find any frame-to-frame coherency here. I am
considering to start with another 3d animation instead, which doesn't
use morphing, because I don't have a clue how to make an effective and
fast sorting algorithm for this:

for (int i = 0; i  morphedPositions.length; i++) {
š š š š š š š š š š š š morphedPositions[i] = (morphcount * 
positionsM1[i]) * mlInv
š š š š š š š š š š š š š š š š š š š š + ((morphLength - morphcount) * 
positionsM2[i]) * mlInv;
š š š š š š š š }

On Oct 14, 10:17šam, Latimerius l4t1m3r...@googlemail.com wrote:

 On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals 
 eyv...@astralvisuals.com wrote:
  Thanks a lot for the info! The problem is that the positions for the
  stars change for each new frame. This happens because the positions
  are morphed.Wouldn't it be very slow to sort all the positions
  according to their z-value for every frame?

 I'd take a close look at my positions morphing algorithm. šHow does
 the z-order change frame-to-frame? šI doubt it can change randomly,
 there will be some kind of frame-to-frame coherency - perhaps just a
 bunch of fix-ups are needed from the previous frame? šI'd try to take
 advantage of that, it should reduce your problem from a general full
 sorting one to something possibly way smaller.

  Wouldn't I have to make one drawElements call for each quad if I 
  sorted them?

 Not necessarily. šTry keeping vertex positions data in system memory
 (i.e. in normal Java objects). šBefore rendering each frame you
 recompute positions, reshuffle the data to restore back-to-front order
 and make a single VBO out of that. šYou could check glBufferSubData()
 and similar to avoid transferring all of the data over the bus into
 VRAM each frame. šYou can then issue a single glDrawElements() to
 render the whole thing.

 How exactly to do that depends on your particular algorithm but it
 should be possible.

  I assume that would be a lot slower than one drawElements call for 
  all of the quads,
  as it is now.

 I understand your worries, they are well grounded. šTrying to do a
 more complex thing will usually mean your performance takes a hit.
 However, I found out in a surprising amount of cases that a thing I
 would have expected to be prohibitively slow performed very well. GPUs
 are complex beasts, they can parallelise, hide latencies and all kinds
 of stuff. šYou never know until you try.

 And, above all, remember that you can hardly make your renders look
 right if you use translucency with depth-buffering but don't sort
 back-to-front. šSo my strategy would be implement the sorting to make
 stuff look right, then look into how to restore plausible performance
 if needed.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-22 Thread Nightwolf
Did you get a sample project I sent you earlier? It uses point sprites
and has no black squares around particles.

On 21 окт, 15:20, MobileVisuals eyv...@astralvisuals.com wrote:
 I solved this problem now for the morphed animation. I used a TreSet
 for the sorting. I made a Quad class and and added the quads to the
 treeset for each draw. The TreeSet  then sorts them in an automatic
 way.

 It's not as fast as with real Point sprites and size attenuation, but
 the speed is OK. This really took a long time to fix. I am still going
 to write to the HTC support, just to let them know that they haven't
 implemented Android in the right way.

 On Oct 14, 10:39 am, MobileVisuals eyv...@astralvisuals.com wrote:



  The morphed positions for the stars are calculated from some
  precalculated 3d arrays, one 3d array for each single galaxy shape,
  like below.
  positionsM1 and positionsM2 are the two 3d arrays, which get morphed
  for this frame. The result is the new morphedPositions array, which is
  drawn later. I can't find any frame-to-frame coherency here. I am
  considering to start with another 3d animation instead, which doesn't
  use morphing, because I don't have a clue how to make an effective and
  fast sorting algorithm for this:

  for (int i = 0; i  morphedPositions.length; i++) {
                          morphedPositions[i] = (morphcount * positionsM1[i]) 
  * mlInv
                                          + ((morphLength - morphcount) * 
  positionsM2[i]) * mlInv;
                  }

  On Oct 14, 10:17 am, Latimerius l4t1m3r...@googlemail.com wrote:

   On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals eyv...@astralvisuals.com 
   wrote:
Thanks a lot for the info! The problem is that the positions for the
stars change for each new frame. This happens because the positions
are morphed.Wouldn't it be very slow to sort all the positions
according to their z-value for every frame?

   I'd take a close look at my positions morphing algorithm.  How does
   the z-order change frame-to-frame?  I doubt it can change randomly,
   there will be some kind of frame-to-frame coherency - perhaps just a
   bunch of fix-ups are needed from the previous frame?  I'd try to take
   advantage of that, it should reduce your problem from a general full
   sorting one to something possibly way smaller.

Wouldn't I have to make one drawElements call for each quad if I sorted 
them?

   Not necessarily.  Try keeping vertex positions data in system memory
   (i.e. in normal Java objects).  Before rendering each frame you
   recompute positions, reshuffle the data to restore back-to-front order
   and make a single VBO out of that.  You could check glBufferSubData()
   and similar to avoid transferring all of the data over the bus into
   VRAM each frame.  You can then issue a single glDrawElements() to
   render the whole thing.

   How exactly to do that depends on your particular algorithm but it
   should be possible.

I assume that would be a lot slower than one drawElements call for all 
of the quads,
as it is now.

   I understand your worries, they are well grounded.  Trying to do a
   more complex thing will usually mean your performance takes a hit.
   However, I found out in a surprising amount of cases that a thing I
   would have expected to be prohibitively slow performed very well. GPUs
   are complex beasts, they can parallelise, hide latencies and all kinds
   of stuff.  You never know until you try.

   And, above all, remember that you can hardly make your renders look
   right if you use translucency with depth-buffering but don't sort
   back-to-front.  So my strategy would be implement the sorting to make
   stuff look right, then look into how to restore plausible performance
   if needed.

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[android-developers] Re: Someone have code examples of a cube with different textures on each face? (OpenGL ES 1)

2011-10-18 Thread Nightwolf
What are you trying to achieve?
Just create a single texture with 6 different square images in it,
modify texture coordinates in your example and you'll get different
images on each face.
This way is also faster than drawing each face separately and
switching texture for each face.

On 18 окт, 12:03, saex elpablos...@gmail.com wrote:
 I need to understand how to put different textures on each face of a
 cube (OpenGL ES 1). But i can't find examples of how to do it

 Atm i found an example of how to paint the same texture on all the
 faces of the cube, but i dont need that

 this is the actual code i have:

     public class Cube {

         /** The buffer holding the vertices */
         private FloatBuffer vertexBuffer;
         /** The buffer holding the texture coordinates */
         private FloatBuffer textureBuffer;
         /** The buffer holding the indices */
         private ByteBuffer indexBuffer;

         /** Our texture pointer */
         private int[] textures = new int[1];

         /**
          * The initial vertex definition
          *
          * Note that each face is defined, even
          * if indices are available, because
          * of the texturing we want to achieve
          */
     private float vertices[] = {
                                         //Vertices according to faces
                                         -1.0f, -1.0f, 1.0f, //Vertex 0
                                         1.0f, -1.0f, 1.0f,  //v1
                                         -1.0f, 1.0f, 1.0f,  //v2
                                         1.0f, 1.0f, 1.0f,   //v3

                                         1.0f, -1.0f, 1.0f,      //...
                                         1.0f, -1.0f, -1.0f,
                                         1.0f, 1.0f, 1.0f,
                                         1.0f, 1.0f, -1.0f,

                                         1.0f, -1.0f, -1.0f,
                                         -1.0f, -1.0f, -1.0f,
                                         1.0f, 1.0f, -1.0f,
                                         -1.0f, 1.0f, -1.0f,

                                         -1.0f, -1.0f, -1.0f,
                                         -1.0f, -1.0f, 1.0f,
                                         -1.0f, 1.0f, -1.0f,
                                         -1.0f, 1.0f, 1.0f,

                                         -1.0f, -1.0f, -1.0f,
                                         1.0f, -1.0f, -1.0f,
                                         -1.0f, -1.0f, 1.0f,
                                         1.0f, -1.0f, 1.0f,

                                         -1.0f, 1.0f, 1.0f,
                                         1.0f, 1.0f, 1.0f,
                                         -1.0f, 1.0f, -1.0f,
                                         1.0f, 1.0f, -1.0f,
                                                                               
           };

     /** The initial texture coordinates (u, v) */
     private float texture[] = {
                                         //Mapping coordinates for the vertices
                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                         0.0f, 0.0f,
                                         0.0f, 1.0f,
                                         1.0f, 0.0f,
                                         1.0f, 1.0f,

                                                                               
   };

     /** The initial indices definition */
     private byte indices[] = {
                                         //Faces definition
                                         0,1,3, 0,3,2,                   
 //Face front
                                         4,5,7, 4,7,6,                   
 //Face right
                                         8,9,11, 8,11,10,                //...
                                         12,13,15, 12,15,14,
                                         16,17,19, 16,19,18,
                               

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-09 Thread Nightwolf
Probably your source texture image has no any transparency. That's why
black squares are visible. Setting alpha to 0.25f makes your stars
look faded. You should not change the alpha value in glColor4f. You
should prepare star image with transparency.
Anyway I still think that it's possible to get away with point
sprites.

BTW glDrawArrays works fine with other primitive type. Not just
GL_TRIANGLE_STRIP.

On 8 окт, 13:08, MobileVisuals eyv...@astralvisuals.com wrote:
 How do you mean that I should put brightness level in the textures? I
 have already enabled transparency with

 gl.glEnable(GL10.GL_BLEND);
 gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
 gl.glColor4f(1f, 1f, 1f, 0.25f);

 I see that the transparency have effect, but it doesn't work as well
 as it should. I have also noticed that the black square quads are
 visible. Do you know what I can do to get rid of the black square
 quads? Is there any way to make it as shiny and smooth as it was with
 point sprites?

 I use this call to draw the quads:

 gl.glDrawElements(GL10.GL_TRIANGLES, vertices*2,
 GL10.GL_UNSIGNED_SHORT,indiceBuffer);

 I don't think that I can use glDrawArrays,because that is for
 TriangleStripArrays. I have 1200 particles, which makes it 4800
 vertices in the array for the quads. The positions are morphed for
 each repaint. Maybe that is what is making it slow,but it was fast
 with point sprites.

 Each star particle consists of 2 quads. The star particle in the
 middle is smaller quad.  The transparent blueish blur around that
 particle is another quad. These are drawn with 2  arrays. I draw the
 most opaque array first (the star particle in the middle) and then the
 more transparent array later. This approach worked very well with
 point sprites and size attenuation, but maybe this doesn't work with
 texture mapped quads. Maye there are simply too much quads for the
 system to take care off, which messes up the Depth Testing and the z
 buffer. Maybe this is the reason that the transparency is not working
 like it should, which causes the visible black square quads?

 On Oct 7, 4:58 pm, Kostya Vasilyev kmans...@gmail.com wrote:



  Looking at the dull screenshot, I can see that your sprites are wrong
  - they don't have transparency around the point itself.

  The black square quads are clearly visible, and they shouldn't be.

  The brightness level is what you put in the textures, you should be able
  to make them as bright as you want.

  As for performance, I haven't done any 3D work specifically on Android
  devices, so can't say for sure. Using glDrawArrays should help, does it not?

  -- Kostya

  07.10.2011 17:44, MobileVisuals пишет:

   I have implemented this according to your approach now. I replaced
   attenuated points with texture mapped quads.  I implemented bilinear
   filtering and alpha test.
   It works, but the visual quality is not good. It doesn't look at all
   as good as with Point sprites and size attenuation. It looked shiny
   and smooth when I used Point sprites and size attenuation and it was
   fast:
  http://www.mobile-visuals.com/mgw.php

   Now it is just rough and dull and it is slow:
  http://www.mobile-visuals.com/dull.png

   Are you really sure that is possible to get good visual quality with
   your approach?

   On Sep 29, 9:26 pm, Kostya Vasilyevkmans...@gmail.com  wrote:
   29.09.2011 23:01, MobileVisuals ?:

   I claim that HTC HD doesn't support OpenGL ES 2.0, because size
   attenuation is a part of OpenGL ES 1.1 and it is not supported.
   Quite possibly, you're right...

   So HTC hasn't implemented the things that they say in the
   specification, but why not?
   Who knows?

   You could contact their support, but even if they provide a plausible
   answer (and that's a big if), it's not going to magically fix all the
   HTC devices out there...

   Thanks for the idea, do you mean like this?
   Scale to small size if the sprite is far away.
   Scale to medium size if the sprite is medium distance.
   Scale to big size if the sprite is close.
   More or less - you are currently doing continuous range scaling of your
   sprites (I presume). If you replace them with texture mapped quads, you
   could always use the same image, or pick one of the ones predefined at
   various scale factors, to improve the image quality and performance.
   Sort of like mip-mapping.

   But that's not the core idea - the main thing is to replace attenuated
   points with texture mapped quads.

   That could work for other animations, but it would be very slow for my
   star cluster animations. There are hundreds of stars in each cluster.
   As it is now, I draw each star cluster in one single glDrawArrays
   call. That makes it fast.
   Hundreds doesn't sound too bad - at those poly counts, it's the fill
   rate (overdraw) that can kill performance. But since sprites are
   typically small, it probably won't be an issue.

   Wouldn't I have to make one glDrawArrays call for 

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread Nightwolf
AFAIK it is possible to specify point size array along with vertex
array. Enabling point sprites turns points to textured quads. Turn on
bilinear filtering and alpha test or blending. Of course the texture
should depict a star.

On 29 сен, 23:26, Kostya Vasilyev kmans...@gmail.com wrote:
 29.09.2011 23:01, MobileVisuals ?:

  I claim that HTC HD doesn't support OpenGL ES 2.0, because size
  attenuation is a part of OpenGL ES 1.1 and it is not supported.

 Quite possibly, you're right...

  So HTC hasn't implemented the things that they say in the
  specification, but why not?

 Who knows?

 You could contact their support, but even if they provide a plausible
 answer (and that's a big if), it's not going to magically fix all the
 HTC devices out there...

  Thanks for the idea, do you mean like this?

  Scale to small size if the sprite is far away.
  Scale to medium size if the sprite is medium distance.
  Scale to big size if the sprite is close.

 More or less - you are currently doing continuous range scaling of your
 sprites (I presume). If you replace them with texture mapped quads, you
 could always use the same image, or pick one of the ones predefined at
 various scale factors, to improve the image quality and performance.
 Sort of like mip-mapping.

 But that's not the core idea - the main thing is to replace attenuated
 points with texture mapped quads.

  That could work for other animations, but it would be very slow for my
  star cluster animations. There are hundreds of stars in each cluster.
  As it is now, I draw each star cluster in one single glDrawArrays
  call. That makes it fast.

 Hundreds doesn't sound too bad - at those poly counts, it's the fill
 rate (overdraw) that can kill performance. But since sprites are
 typically small, it probably won't be an issue.

  Wouldn't I have to make one glDrawArrays call for each one of the
  stars if I had to scale them in different sizes? That would mean
  hundreds of glDrawArrays calls instead of one.

 Not the way I'm reading the docs (mind you, my GL is more than a little
 rusty - last time I worked with 3D was more than 10 years ago)

 But it seems like you should be able to draw all quads that use the same
 texture in one call, using GL_TRIANGLES or GL_QUADS (not _STRIP or _FAN,
 because those are always joined). This can product transparency
 artifacts depending on their z-order, so you'd need to sort the quads
 according to their texture and z-order both.

 Or just forgo the mipmapping for initial tests, then there's be one less
 thing to worry about with respect to sorting.

  A point sprite is a screen-aligned element of variable size that is
  defined by a single point. Would it really be a sprite if it was
  mapped to a quad polygon?

 If it looks like a sprite, and quacks like a sprite...

 --
 Kostya Vasilyev

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread Nightwolf
Point sprites can be used to display stars in space.

On 27 сен, 11:26, MobileVisuals eyv...@astralvisuals.com wrote:
 I need Point attenuation to produce space animations with shining
 particles, which look like stars. How can I achieve that effect
 without using Point attenuation?
 Do you mean that I should make small rectangular polygons with
 transparent textures instead? I have tried that before on M3G and it
 didn't look as good as Point attenuation.

 Anti-Aliasing is a method of fooling the eye that a jagged edge is
 really smooth.Will that really be enough to get the same effect as
 Point attenuation? Could you please be more specific in which OpenGL
 technique I should use to make it work on HTC and LG?

 Isn't Point attenuation a part of the Android OpenGL standard?
 Shouldn't HTC and LG support it in that case?

 On Sep 27, 3:34 am, Indicator Veritatis mej1...@yahoo.com wrote:



  Short answer: no. Longer: why do you need point attenuation? There are
  other ways to do anti-aliasing, and some really cool graphics have
  been done for Android phones using that instead of point attenuation.

  On Sep 26, 6:26 am, MobileVisuals eyv...@astralvisuals.com wrote:

   I have found that everything implemented with Point attenuation will
   look like a blurry mess on devices from HTC and  LG. This happens on
   even the newest devices from HTC, like HTC Desire HD. Why is it like
   this? Haven't they implemented Android in the right way?

   Point attenuation works like it should on most Android devices, like
   those from Samsung. I have implemented Point attenuation according to
   the Android specification in two of my company's apps.I have worked
   with Point attenuation on Symbian and C++ before, so I am quite sure
   that I have implemented it the right way. It is about the same code
   implementation in all OpenGL.

   Shouldn't all new Android devices support Point attenuation? It works
   on IPhone, so I think Point attenuation should work on all new Android
   devices too.

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[android-developers] Re: How do I can make resolution independent game?

2011-08-22 Thread Nightwolf
Building Aggressively Compatible Android Games

http://www.badlogicgames.com/wordpress/?p=1921

On 22 авг, 23:59, Zwiebel hunzwie...@gmail.com wrote:
 Thanks for the help!

 On aug. 22, 07:20, Appaholics raghavs...@appaholics.in wrote:



  Use 9-patch images to have them scaled properly. As for the rest of it use a
  game engine. They do most of the work for you. I 
  usehttp://www.andengine.orgbutyou can use any other you like. Try Googling
  Android game engine.

  Thanks

  On Sun, Aug 21, 2011 at 10:12 PM, Zwiebel hunzwie...@gmail.com wrote:
   How do I can make, for example if the user clicks at the 50,50
   coordinates on the 800x480 resolution screen, will it be on the
   appropriate resolution on the 480x320 resolution screen too? I read on
   the internet that I need to make my game for only one resolution, and
   then scale the touches, and the images up, or down. But how I can do
   this scale?

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  required to have complete 
  control)http://www.raghavsood.com/https://market.android.com/developer?pub=Ap...

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[android-developers] Re: Opengl ES Texture working on Emulator but not on Device

2011-07-17 Thread Nightwolf
Try using bitmap with power of two dimensions or even square bitmap
with power of two dimensions. Something like 64*64 or 128*128.

On 16 июл, 19:00, odrya12 odr...@gmail.com wrote:
 I tried everything..
 Source:
 Texture class:
 public class XAndroidTexture
 {
         private int[] textures = new int[1];
         public int width, height;
         Bitmap bmp;

         public XAndroidTexture(GL10 gl, Bitmap bitmap)
         {
                 gl.glEnable(GL10.GL_TEXTURE_2D);
                 this.bmp = bitmap;
                 width = bmp.getWidth();
                 height = bmp.getHeight();
                 gl.glGenTextures(1, textures, 0);
                 // ...and bind it to our array
                 gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

                 // create nearest filtered texture
                 gl.glTexParameterf(GL10.GL_TEXTURE_2D, 
 GL10.GL_TEXTURE_MIN_FILTER,
 GL10.GL_NEAREST);
                 gl.glTexParameterf(GL10.GL_TEXTURE_2D, 
 GL10.GL_TEXTURE_MAG_FILTER,
 GL10.GL_LINEAR);

         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
 GL10.GL_CLAMP_TO_EDGE);
         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
 GL10.GL_CLAMP_TO_EDGE);

                  gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
 GL10.GL_MODULATE);
                 // Use Android GLUtils to specify a two-dimensional texture 
 image
 from our bitmap
                 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
                  //GLUtils.texSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, bmp);

                 // Clean up
                 bitmap.recycle();

         }

         public void bind(GL10 gl)
         {
                 gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
         }

     public static XAndroidTexture createTextureFromBitmap(GL10 gl,
 Bitmap bmp)
     {
         return new XAndroidTexture(gl, bmp);
     }

 }

 Texture loading function:

 XAndroidTexture Textureload(String path)
         {
                 InputStream is;
         Bitmap bmp = null;
                 try
                 {
                                 is = this.getAssets().open(path);

                 BitmapFactory.Options opts = new
 BitmapFactory.Options();
                 opts.inDither = true;
                 Bitmap tBmp = BitmapFactory.decodeStream(is, null,
 opts);
                 bmp = Bitmap.createBitmap(tBmp.getWidth(),
 tBmp.getHeight(), Bitmap.Config.ARGB_);
                 Canvas canvas = new Canvas(bmp);
                 canvas.drawBitmap(tBmp, 0, 0, null);
                 canvas.save();
                 tBmp.recycle();
                 tBmp = null;
                 }
                 catch (IOException e)
                 {
                         e.printStackTrace();
                 }
                 if(bmp == null)
                         return null;
                 else
                         return new XAndroidTexture(gl, bmp);
     }

 It working on Emulator perfect, but not on device
 Can anyone post here texture class that work on device?

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[android-developers] Re: Emulator shows lock screen rather than my app screen for the first time. MENU button has to be clicked.

2011-06-15 Thread Nightwolf
Starting emulator is just like turning on a phone. Usually a phone
displays lock screen at startup so does emulator.

On Jun 14, 12:54 am, Jonathan Zhong jonathan.zh...@panasonic.aero
wrote:
 Hi,

 I'm new to Android development. I apologize if my question is too simple
 to be posted to this group, but I have not found a satisfactory answer
 through Google search.

 Start Eclipse. Create/open any simple HelloWorld Android project. Run
 the app. This will bring up the emulator. After a few minutes, the lock
 screen appears, instead of the expected HelloWorld default Activity
 screen. And I have to click MENU button to have my app's screen show
 up. To me this is an extra step, or a little bit frustrating, or confusing.

 Note that this does not happen in subsequent runs of my app, which is good.

 This is my development environment: Ubuntu 2.6.32 32-bit; Eclipse SDK
 3.5.2; Android 2.3.3.

 Is this (showing the lock screen rather than my app screen for the first
 time) by design?

 How can I skip this extra step?

 Thanks in advance,

 - Jonathan

 Disclaimer: The information contained in this transmission, including any
 attachments, may contain confidential information of Panasonic Avionics
 Corporation.  This transmission is intended only for the use of the
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[android-developers] Re: Using an android phone as a controller

2011-06-03 Thread Nightwolf
Establish Bluetooth or WiFi connection between devices and go ahead.

On Jun 2, 11:36 pm, Coolestkid92 coolestki...@gmail.com wrote:
 Hey, I was wondering if there is a way to use an android phone as a
 controller for a tablet game? I have seen this done with iOS, and I
 see many possibilities for this in android games as well.

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[android-developers] Re: Weird performance issues with native application

2011-05-25 Thread Nightwolf
The only suggestion I have is that some thread does not allow to work
other threads. Turning profiling on slows down this thread so others
have more chances to do their work.

On May 25, 3:41 pm, Habba olli.alat...@gmail.com wrote:
 Hi,

 I'm working on a game which uses OpenGL 1.1 and Android 2.3

 95% of the code is c/cpp code, which is run natively. That includes
 game logic loops and drawing.
 the remaining 5% of java code is for taking advantage of all kinds of
 services (open/hide soft keyboard, open browser, ad-views, game
 service components, etc..)

 I have a GLSurfaceView for drawing, and in onDrawFrame I call my
 native code which does all the game state updating and OpenGL drawing.

 On higher end devices, frame rate is good and rather stable, but on
 lower end devices (ZTE Blade, Wildfire S) FPS is very low (10-12).

 I had already given up on the idea that I could increase the fps to
 acceptable levels (20+), when I accidentally turned Method Profiling
 on from Eclipse. Suddenly, the game ran around 30fps and was smooth as
 any.

 I also managed to pull the same result by applying
 Debug.startMethodTracing() at my activity's onStart().

 Anyone has any idea why doing MethodeTracing would increase the FPS so
 dramatically (or raise at all, to begin with)? First I thought that
 maybe it's about thread priorities, but no priorities were changed.

 The game has quite a few threads going on... one for draw/updating,
 one for event queue, android probably has it's internal thread for
 handling UI events, and then there's some threads from 3rd party
 application.

 Android SDK says that startMethodTracing would make VM run slower than
 usual. I gave my game loop/drawing thread a max priority, and that
 seemed to increase the FPS a little bit, but I'm still very far away
 form the magnificient results of startMethordTracing.

 The question is: what the heck does that thing do??

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[android-developers] Re: Playing two audio files at once

2011-05-17 Thread Nightwolf
Use audio track and mix any source to any channel.
http://developer.android.com/intl/de/reference/android/media/AudioTrack.html

On May 17, 10:13 am, Raghav Sood raghavs...@gmail.com wrote:
 Hi,

 Is it possible to play two audio files at once, one of which is played
 through the right earphone and the other through the left? Is it even
 possible to send different audio to each earphone?

 Thanks

 --
 Raghav 
 Soodhttp://www.raghavsood.com/http://www.androidappcheck.com/http://www.telstop.tel/

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[android-developers] Re: Why not AWT or a simple way to draw - animation

2011-05-16 Thread Nightwolf
Take a look at the Lunar Lander from API Demos.

On May 17, 6:53 am, Heuristic heuristic...@gmail.com wrote:
 Thanks for the reply, Dianne. I wished I had got your answer before I
 made further changes earlier - I draw the drawings onto another image
 buffer and copy the image buffer back to the real image view. (This is
 what I learned before that it could make the drawing smooth so that
 there is no flicker like you said.) It turned out to be useless
 anyway.
 Like you said - Android's drawing will not draw until the drawing is
 complete. What I want is to draw is the moving of the tower of hanoi
 in a step by step way so that the users could see the moving - not the
 end of the moving.

 I see that Android has some animation mechanism. I wonder if I could
 start an animation thread, then uses the images that I draw as an
 animation source for the animation. Theoretically, it should work.
 But, I hate that I might find out that it's not what I think.
 I believe that I can associate a view with an animation. Then, I could
 start an animation that plays the images I create one by one. That
 probably will work. But, I am new to Android, so I have no idea about
 Android animation at this moment.
 Thanks anyway.

 On May 17, 10:27 am, Dianne Hackborn hack...@android.com wrote:



  Android's drawing model is totally different, so it can provide a smoother
  experience without flicker.  When drawing your window, you need to
  completely draw it and the result is not composited to the screen until all
  drawing is complete, so the user never seen flicker and artifacts due to
  partially drawn windows on screen.

  You just need to learn how Android works.  Yes, it does not use AWT, so you
  just need to learn the way that Android does drawing just like if you were
  coming from any other platform.

  On Tue, May 17, 2011 at 1:11 AM, Heuristic heuristic...@gmail.com wrote:
   I write an Android Java program to simulate the moving of Tower of
   Hanoi.
   The drawing does not show in steps I expected, instead it shows in a
   chunk at the end of the drawing. Why?
   The scenario can been seen in my personal website -
   1. I set the disc number to be 5.
  http://homepage8.seed.net.tw/web@3/heuristic/TOH_Set051411001.JPG
   2. Then, I start the moving. (I used the sleep timer so that it won't
   move too fast.)
  http://homepage8.seed.net.tw/web@3/heuristic/TOH_Start051411001.JPG
   3. It ends up with the BLACK piles of the discs on the two other
   sticks as shown on the following URL:
  http://homepage8.seed.net.tw/web@3/heuristic/TOH_End051411001.JPG
   (This is due to an error in my program. It's fixed.)

   The button start is used to trigger the movement. I can see that the
   button's color is changed and hold there until all the drawings are
   done, then the color of the button is reset to original. This is not
   what I want. I want to show - moving the disc 1 from stick 1 to stick
   2, then moving the disc 2 from stick 1 to stick 3, and so on. It does
   not show this - it shows the last step that finishes the tower of
   hanoi movement.

   I wrote this Java program long time ago using Java Applet (and it
   works as an application with little modification). The library used to
   draw is AWT only. Now, I just changed the interface to be Android GUI/
   API interface.
   The old program works fine on my website (in fact, in my all
   showoffs.) -
  http://homepage8.seed.net.tw/web@3/heuristic/tohjava.html

   This program was developed on Android 2.1-updated. I just ported to
   3.0, it shows the first time, then halts there. I haven't got time to
   figure out.

   This is a very good educational material - to teach Math, Java,
   Computer Sciences, etc.
   Hope experienced Android guy can share experience here. This is a
   little bit like the flush in some i/o problem. Sometimes, if you
   don't flush, there is no output. So, why Android does not show the
   drawing out right away, instead it waits until the end of all the
   drawings.
   It looks like that using threads could solve the problem. But, it's
   too much of the work for just drawing some object movings. Anyone has
   any idea how to make the programming simpler and easier for a simple
   task like this?

   How come Android not provide the AWT library? Is it too big or too
   clumsy? It's just some simple drawings, why do you want your
   developers to write so many codes for a simple task like this?
   Is there a way that the displaying view (view to show the images)
   sends a message to the button and asks the button to release the
   control to the view so that the view can draw the drawings as it
   should do. I think it's the button control holds the operation until
   the called routine exits. Painting or drawing  should be independent
   of the processes that activate the painting or drawing like AWT,
   right?
   Any idea?

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[android-developers] Re: Possible to use OpenGL in both C++ and Java?

2011-04-25 Thread Nightwolf
Calling native functions for rendering from
GLSurfaceView.onDrawFrame() works.
Texture loading goes to onSurfaceCreated().

On Apr 23, 4:54 pm, Ash McConnell ash.mcconn...@gmail.com wrote:
 Hi Folks,

 I am new to Android coding.  I am trying to convert an iPhone app and
 would like to keep the core c++ code in tact if possible (so that bugs
 can be fixed in a cross platform way).

 I am currently using an extended GLSurfaceView to do rendering, I
 believe this uses a separate thread and therefore doing OpenGL stuff
 in C++ doesn't work.  I tried to load a texture in C++ and pass the id
 back to java, but it didn't work - the texture was blank.

 Should I be using an alternative to GLSurfaceView?  Is there a
 normal way of achieving what I am trying?

 Thanks for your help
 All the best,
 Ash

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[android-developers] Re: Physics in Box2D

2011-03-28 Thread Nightwolf
http://box2d.org/manual.html

On Mar 28, 6:32 pm, Lord_Peter piotrek@gmail.com wrote:
 Hi,
 I making game for Android. I wish to my game had elements of physics.
 I installed box2d on my project.
 My question:
 how to make an object that could fall, jump, etc?
 Do you have any examples how to add physics with box2d?
 Thanks for the reply.

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[android-developers] Re: OpenGL rendering blank with min SDK set

2011-03-28 Thread Nightwolf
Do you use textures and store images in res\drawable?
Try storing them in drawable-nodpi.

On Mar 28, 12:42 am, joe bain mrjoeb...@gmail.com wrote:
 Hi all,

 I'm about to release a game and have been developing without a min sdk
 version set in the manifest. The game uses opengl in a GLSurfaceView
 but now I have set a min sdk version the opengl part is completely
 white. The game overlays some standard android widgets which still
 appear fine and work.

 Does anyone know why changing the min sdk requirement would affect the
 opengl rendering? I can find no errors in the logs and I'm really at a
 loss to work out what is happening here.

 Thanks,

 Joe

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[android-developers] Re: Music for background

2011-03-24 Thread Nightwolf
http://developer.android.com/intl/de/guide/topics/media/index.html

Playing from a Raw Resource

 MediaPlayer mp = MediaPlayer.create(context, R.raw.sound_file_1);
 mp.start();

On Mar 24, 12:42 pm, Nikolay Yanev yane...@gmail.com wrote:
 How can I set mp3 for background music in my app?

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[android-developers] Re: write tag with opengl on android

2011-03-21 Thread Nightwolf
If text is static then you need texture (picture) with label Dog,
apply it to a quad (two triangles that form up a rectangle).

On Mar 21, 11:48 am, a a harvey.a...@gmail.com wrote:
 Hi all,

   How can i write a tag like string Dog on the picture. Can anyone
 paste his/her code on here?

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[android-developers] Re: Playing music in Background

2011-02-27 Thread Nightwolf
http://developer.android.com/intl/zh-CN/guide/topics/media/index.html

On 27 фев, 06:27, Ankur Avlani ankuravl...@gmail.com wrote:
 Hi,

 I have developed an application in Android using Webview.  Now i want to
 play a music in background.  The Mp3 file will come from a URL dynamically.
  Any pointers would be helpful.  I tried to search online but couldnt find
 much help.

 Thanks and regards,
 Ankur

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[android-developers] Re: android.graphics.Point with no getter methods

2011-02-17 Thread Nightwolf
There are no restrictions on x and y values. Method call is expensive
operation in comparison to simple assignment. In this case having
getter methods make your code slower with no other benefits (other
than your satisfaction).
Write your own class and use Point class as a base. Add all desired
methods and enjoy the results.

On Feb 17, 11:18 am, Raja Nagendra Kumar nagendra.r...@tejasoft.com
wrote:
 Nope.. I almost got used to not having any public fields in our code..
 Thanx for letting me know android still uses such approach.

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[android-developers] Re: How to get the best double buffering?

2011-02-16 Thread Nightwolf
Do you redraw entire canvas each frame?

http://developer.android.com/intl/de/reference/android/view/SurfaceHolder.html#lockCanvas()
The content of the Surface is never preserved between unlockCanvas()
and lockCanvas(), for this reason, every pixel within the Surface area
must be written.

On Feb 16, 4:47 pm, MobileVisuals eyv...@astralvisuals.com wrote:
 I am painting polygons with the Paint class in an animation. New
 polygon shapes are created for every new frame. These are painting
 over parts of the screen.

 The parts of the screen which are not painted in the new frame flicker
 in a disturbing way. I am using lockCanvas(null); and
 unlockCanvasAndPost(c). Shouldn't this fix the double buffering to
 avoid flickering?

 Does anyone know why the flickering occurs and how I can fix this? It
 seems like only the part of the screen that is painted for the new
 frame is double buffered. So I wonder if there is some better way than
 lockCanvas(null); and unlockCanvasAndPost(c) to implement double
 buffering?

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[android-developers] Re: android.graphics.Point with no getter methods

2011-02-16 Thread Nightwolf
Just use public x and y fields.

On Feb 17, 8:50 am, Raja Nagendra Kumar nagendra.r...@tejasoft.com
wrote:
 Hi,

 The point class at android.graphics.Point has no getter methods
 (getX() and getY()).
 How does one use Point in general and what is its value as Data
 Structure for co-ordinates.
 I am surprised and curies to know how is this used in any android
 application.

 Regards,
 Raja Nagendra Kumar,
 C.T.Owww.tejasoft.com

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[android-developers] Re: OpenGL textures fail to load, white image

2011-02-13 Thread Nightwolf
Have you looked at logcat? Are there any suspicious messages?
Probably there's a problem with freeing bitmaps and you run out of
memory.

On Feb 14, 5:21 am, peter petero...@gmail.com wrote:
 Greetings,

 I've been having an interesting problem with a game I'm developing.

 The game is being built using the cocos2d-android-1 library.

 All sprites are loaded from ARGB files.  They are of varying size
 (not powers of 2).

 When I deploy a test build to my Nexus One after making any code
 changes (anything that forces the device to redeploy the APK) all the
 sprites show up just fine.  Alpha shows up correctly, etc.

 If I rerun the application from my N1, it will be missing some or all
 of the textures at random.  Occasionally this is my splash screen
 sprite.  Sometimes it is sprites of individual items on the screen.
 There doesn't seem to be any rhyme or reason as to what sprites are
 rendered and which are not.  All the items move and behave correctly,
 but the sprites have been rendered with white textures.

 If I reboot my phone, the game loads fine for the initial play
 through, but subsequent play throughs have the bug again.

 Now I've done some research and it looks like some people had issues
 using non-power of 2 images for openGL textures.  However this doesn't
 explain why my non-power of 2 textures render fine on the first
 passthrough, and fail on subsequent passthroughs.

 Also I've noticed that this problem seems to occur more often when I
 have the application loading images from the sdcard.  If I load the
 images from the assets folder and use the AssetManager I don't run
 into the issue as much, although I did see it very rarely.

 Is there some type of file locking going on here that is preventing
 subsequent playthroughs from accessing the image file?  When a bitmap
 is loaded, does it prevent other applications from reading the image
 file while it's in use?

 I'm going to try using sprite sheets and/or switching everything to
 use powers of 2, but I'm not sure if that will fix it.  I swear it is
 something wrong with how the files are loaded (asset folder vs folder
 on sdcard) that is prevent subsequent playthroughs from correctly
 loading the texture.

 This is the code I'm using to read in the files:

         private static HashMapString, CCTexture2D textureMappings = new
 HashMapString, CCTexture2D();
         public static final CCTexture2D addTexture(String filePath) {
                 if(filePath.contains(../)) {
                         return null;
                 }
                 CCTexture2D rtn = textureMappings.get(filePath);
                 if (rtn == null) {
                         String path = Constants.DEFAULT_PATH  + filePath;
                         File f = new File(path);
                         if (f.exists()) {
                                 Bitmap bmp = 
 BitmapFactory.decodeFile(Constants.DEFAULT_PATH +
 filePath);
                                 rtn = new CCTexture2D(bmp);
                                 textureMappings.put(filePath, rtn);
                         }
                 }
                 return rtn;
         }

 This is the constructor for CCTexture2D:

     public CCTexture2D(Bitmap image) {

         CGSize imageSize = CGSize.make(image.getWidth(),
 image.getHeight());
         CGAffineTransform transform = CGAffineTransform.identity();

         int width = toPow2((int) imageSize.width);
         int height = toPow2((int) imageSize.height);

         while (width  kMaxTextureSize || height  kMaxTextureSize) {
             width /= 2;
             height /= 2;
             transform = transform.getTransformScale(0.5f, 0.5f);
             imageSize.width *= 0.5f;
             imageSize.height *= 0.5f;
         }

         if (imageSize.width != width || imageSize.height != height) {
             Bitmap bitmap = Bitmap.createBitmap(width, height,
                     image.hasAlpha() ? Bitmap.Config.ARGB_ :
 Bitmap.Config.RGB_565);
             Canvas canvas = new Canvas(bitmap);
             canvas.drawBitmap(image, 0, 0, null);
             image.recycle();
             image = bitmap;
         }

         init(image, imageSize);
     }

 This is what happens in init:

     private void init(Bitmap image, CGSize imageSize) {
         mBitmap = image;

         mWidth = image.getWidth();
         mHeight = image.getHeight();
         mContentSize = imageSize;
         // _format = image.getConfig();
         _maxS = mContentSize.width / (float) mWidth;
         _maxT = mContentSize.height / (float) mHeight;
         _texParams = _gTexParams;
         ByteBuffer vfb = ByteBuffer.allocateDirect(4 * 3 * 4);
         vfb.order(ByteOrder.nativeOrder());
         mVertices = vfb.asFloatBuffer();

         ByteBuffer tfb = ByteBuffer.allocateDirect(4 * 2 * 4);
         tfb.order(ByteOrder.nativeOrder());
         mCoordinates = tfb.asFloatBuffer();

                 if(mBitmap.getConfig() == Bitmap.Config.ARGB_)
              

[android-developers] Re: AdSense for Android: is it available in Europe?

2011-01-19 Thread Nightwolf
adMob allows using adSense as ads source.
In case of adSense (without adMob) you have to register account and
mention that you're going to show ads in mobile application.

On Jan 19, 11:39 pm, Mik mam.marche...@gmail.com wrote:
 On Jan 18, 6:52 pm, ko5tik kpriblo...@yahoo.com wrote:

  It is available but not for everybody - you have to meet certain
  criteria
  (amount of traffic) to be accepted

 Ah!
 Ok thanks.
 So I guess the solution for developers who are just starting is
 admob...

 Mik

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[android-developers] Re: Best, easiest, cleanest, way to make a game and cross platfrom.

2011-01-19 Thread Nightwolf
libgdx allows you to develop mostly on PC and then generate apk for
android.
Unity engine has iPhone and Android targets. However android version
will cost you.

On Jan 20, 3:30 am, brian purgert brianpurge...@gmail.com wrote:
 Well, I,ve decided that I want to make my next game a diffrent way, after
 learning alot, i don't think i want to draw it with the canvas altough very
 easy for the concept im going with.
 So what do you think about andengine or corona sdk or even straight
 opengl i saw a little kid use it to make a game lol, so its probably easy,
 also i want it to be easy to transfer from platfrom to platfrom.

 What are my options, your advice..

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[android-developers] Re: Getting Generic Failure when sending Many SMS (Android)

2011-01-18 Thread Nightwolf
There's a limit on the SMS number. Look it up.

On Jan 18, 12:43 am, john stutteringjohnsm...@gmail.com wrote:
 If I run my program with 2 phone numbers it works but if I run with
 with like 100 I get the Generic Failure.  any way to make my program
 not sent 2nd text until the 1 first one is back?

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[android-developers] Re: Making cross-thread blocking/sync calls

2011-01-09 Thread Nightwolf
Probably you just need some flag signaling that your hardware isn't
ready. Rendering thread always runs without blocking, checks for this
flag and do not do certain things (may be render function just returns
right away). UI thread sets the flag and then rendering thread checks
for it.

On 9 янв, 11:22, Kostya Vasilyev kmans...@gmail.com wrote:
 08.01.2011 10:37, Bob Kerns пишет:

  Memorize this pattern! If you're using notify/wait, it should ALWAYS
  look something like this.

 Always - except unless you actually want to respect the meaning of
 InterruptedException and unwind the code around wait() to the caller,
 canceling the operation.

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] Re: Android NDK r5

2011-01-05 Thread Nightwolf
Just my observation.
I was trying to use ogg in my project.
Shared libvorbisfile uses static libogg. My final shared library uses
libvorbisfile.
For some reason it works on Galaxy S (Android 2.2) and doesn't on G1
(Android 1.6).
So I had to merge libogg and libvorbisfile into one static library
that is used by my shared library.

On 6 янв, 07:02, Dan dan.schm...@gmail.com wrote:
 I have a build setup that was ok with the r4 NDK, but STLPort and all
 the other nifties of the r5 ndk tempted me to upgrade (despite the
 don't fix what ain't broke rule.)

 The process builds a shared library, and it fails on r5 (where it
 worked on r4) not finding a bunch of the symbols it should find.  I
 think I've tracked it down to LOCAL_SHARED_LIBRARIES not being
 propagated as a dependency to the SharedLibrary .so creation, and was
 wondering if the removal of the

 $(call module-add-shared-depends,$(LOCAL_MODULE),$
 (LOCAL_SHARED_LIBRARIES))

 from build/core/build-binary.mk in the r5 ndk was intentional, and if
 so, how should I be passing the other libraries that my shared library
 depends on through so that the symbols are found?

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[android-developers] Re: how to get the GPU information of android device?

2010-12-28 Thread Nightwolf
Quadrant benchmark displays GPU info.

On 28 дек, 12:21, 陈彧堃 chenyuku...@gmail.com wrote:
 thanks, but it can only display CPU information.



 On Tue, Dec 28, 2010 at 2:31 PM, patrick patrick.boul...@gmail.com wrote:
  You can use the application android system info in the android
  market

  On 28 déc, 00:24, 陈彧堃 chenyuku...@gmail.com wrote:
   rt, thanks.

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[android-developers] Re: My game, what do you think help me out

2010-12-26 Thread Nightwolf
Biker is hard to see on game background.
Controls aren't very intuitive. It seems that releasing finger doesn't
mean releasing throttle. If it's really the case then there should be
some indication on the screen about current acceleration level. Texts
in menus are somewhat hard to read. In fact everything in the menus
look a bit squeezed. My device has 800*480 resolution.
It seems that you do not close any game activities. After playing
around I had to press back key many many times to get rid of all start
screens, help screens etc.

On 25 дек, 15:56, brian purgert brianpurge...@gmail.com wrote:
 Do you think I should tone the menus down or the ingame graphics down. Also
 what did you find hard about playing it. don't really regard the second
 level because its hard to beat then expected so ill update that tonight
 On Dec 25, 2010 1:38 AM, Brill Pappin br...@pappin.ca wrote:



  I found it a bit difficult, although this kind of game really isn;t my
  cup of tea.

  I liked the graphics as unusual but they made it a bit hard to see
  what I was supposed to do. Maybe tone them down a little.

  I'm not much help I think, but thanks for sharing.

  - Brill Pappin

  On Dec 24, 9:46 pm, brian purgert brianpurge...@gmail.com wrote:
  So, I would like you guys to try out my app I just updated it, its called
  doodle bike. I figured you could help me alot more then the average users
  could. So tell me what you think about the tilting the physics, bike
 speed,
  levels style,art and everything.

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[android-developers] Re: call c++ function with jni and android ndk

2010-12-24 Thread Nightwolf
Enclose contents of your cpp with following

#ifdef __cplusplus
extern C {
#endif

your cpp functions

#ifdef __cplusplus
}
#endif

On 22 дек, 14:30, TobyKaos aubrun.thib...@chaos-interactive.com
wrote:
 Hello, I first run samples found in androind ndk and I create my own
 in C. I successfully print a hello world with c function.

 but now I want to call c++ function. Then I change file extensions
 to .cpp and remake with ndk-build. Ok that seems to work fine. I
 refresh my eclispe project. Ok eclispe seems to find my hello world
 function in new .so lib made in c++.

 Then I launched debug and application failed because it does not find c
 ++ function. My function is the same but I modify jni function in it
 to match c++ jni.

 My TestSTL.java

 package com.project.teststl;

 import android.app.Activity;
 import android.os.Bundle;
 import android.widget.TextView;

 public class TestSTL extends Activity {
     /** Called when the activity is first created. */
     @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         //setContentView(R.layout.main);

         TextView  tv = new TextView(this);
         tv.setText( stringFromJNI() );
         setContentView(tv);
     }

     native public static String stringFromJNI();

     static {
                 //System.loadLibrary(stlport_shared);
             System.loadLibrary(teststl);
         }

 }

 *
 my test.cpp file

 #include string.h
 #include jni.h

 #include stdlib.h
 #include stdio.h

 /* Call to initialize the graphics state */
 JNIEXPORT jstring JNICALL
 Java_com_project_teststl_TestSTL_stringFromJNI(  JNIEnv* env, jobject
 obj  )
 {
         jstring s = (env)-NewStringUTF( Hello from JNI !);

         return s;

 }

 I repeat, in C all is ok (I just modify NewStringUTF for C or C++
 because are not the same definition).

 Please help me.

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[android-developers] Re: Application visibility on Galaxy S

2010-12-16 Thread Nightwolf
Searching for secu4 on the Android Market lists BlueWathDog for
android 2.x (one result).

My Galaxy S is running Android 2.2

On Dec 16, 3:47 pm, Laurent Lugon laurent.lu...@secu4.com wrote:
 Hi all,

 I have published an application on the market and I find it with different
 android 2.x phone. The problem is when I make the same key-word search
 (secu4) with my Galaxy S, I don't see anithing, however there is 2
 application (for android 1.x and android2.x) on the market which should be
 found.

 Here is my manifest :

 ?xml version=1.0 encoding=utf-8?
 manifest xmlns:android=http://schemas.android.com/apk/res/android;
       package=com.secu4.bluewatchdog2
       android:versionCode=5
       android:versionName=2.2
     application android:icon=@drawable/card
 android:label=@string/app_name
      android:screenOrientation=sensor android:debuggable=false
         activity android:name=.Welcome
                   android:configChanges=orientation|keyboardHidden
                   android:label=@string/app_name
             intent-filter
                 action android:name=android.intent.action.MAIN /
                 category android:name=android.intent.category.LAUNCHER /
             /intent-filter
         /activity

 activity android:name=.Connected
 android:configChanges=orientation|keyboardHidden/
  activity android:name=.Alarm android:launchMode=singleTask
 android:configChanges=orientation|keyboardHidden
 android:theme=@android:style/Theme.Dialog/
  activity android:name=.Protecting
 android:configChanges=orientation|keyboardHidden/
 activity android:name=.Settings
 android:configChanges=orientation|keyboardHidden/
  service android:name=.provider.ArmService android:enabled=true/
 service android:name=.provider.ProtectionService android:enabled=true/
     /application

 uses-permission android:name=android.permission.BLUETOOTH/
 uses-permission android:name=android.permission.BLUETOOTH_ADMIN/
  uses-permission android:name=android.permission.VIBRATE /
 uses-sdk android:minSdkVersion=3/
 /manifest

 I also try to add this in the manifest :

 supports-screens android:smallScreens=true
   android:normalScreens=true
 android:anyDensity=true
   android:largeScreens=true
   android:resizeable=true /

 But the application still hidden for the Galaxy S... Why ?

 Thank you !

 *Best regards*

 SECU4 SA
 Laurent Lugon Moulin

 Technical  Development Assistant
  Technopôle 5
 3960 Sierre – Switzerland

 Office  :   +4127 4567 931
 Fax      :   +4127 4567
 935
 Mobile :   +4179 4509 566

 Skype :   laurent.lugon.moulin

 www.secu4.com

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[android-developers] Re: OpenGL glScissor not working on HTC phones

2010-11-14 Thread Nightwolf
Try to render static part of the screen twice so both back and front
buffers have the same content.
However I think it's better to render static scene, store it as
texture and draw simple quad at the beginning of each frame.

On Nov 14, 7:42 pm, Jeff Boody jeffbo...@gmail.com wrote:
 I do not do a gl.glClear(GL10.GL_COLOR_BUFFER_BIT); so the bits that were 
 drawn previously should remain.

 Actually this isn't the default behavior.

 I think you need to request EGL_BUFFER_PRESERVED for the
 EGL_SWAP_BEHAVIOR.

 Unfortunately this currently (froyo) isn't possible because Android
 only supports EGL 1.0 + some extensions.

 The eglSurfaceAttrib() API entry point was added at a later version of
 EGL.

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[android-developers] Re: onSurfaceCreated called twice

2010-10-28 Thread Nightwolf
Set desired screen orientation for your activity in android manifest
file.

On Oct 28, 1:09 am, deki dcec...@gmail.com wrote:
 Is there a way to make sure onSurfaceCreated is called only once
 during startup.

 Currently in my app it gets called once with say 800x480 then it gets
 called a second time with 480x800. I guess this is probably due to a
 call to setRequestedOrientation in onCreate. Is there any way to make
 sure the app starts in a particular orientation, to prevent
 orientation changes, and to have onSurfaceCreated get called only once
 during start up?

 Thanks

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[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread Nightwolf
Try reducing texture resolution.
128x128 texture for each of 6 sides of the cube. That means you do 6
texture switches to draw one cube. 10 cubes - 60 texture switches per
one scene.
Use one texture for all your cubes and see what you get.

On 25 окт, 16:40, gambiting gambit...@gmail.com wrote:
 Hi there,

 I am currently trying to develop a game for android in OpenGL
 ESand I am testing it on my Nexus One. But I have run into some
 performance problems,and I would like to ask somebody about it,could
 you help?

 I currently have a very basic scene - background made of 25
 tiles(256x256 texture each), and then a number of textured
 cubes(128x128 texture for each side of a cube ). However,when I try to
 display approx. more than 10 cubes, the performance becomes so
 sluggish that I can't even rotate the scene smoothly. I can't imagine
 how can I add more objects(player,enemies, all that kind of stuff)
 when it runs so slowly with 35 objects in total. I mean - games like
 Raging Thunder 2 probably display hundreds of objects at once(plus
 they do lots of computations behind the scenes) and they run super-
 smooth on my nexus one. What am I doing wrong? Could somebody help me
 please

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[android-developers] Re: Stolen app on market

2010-10-22 Thread Nightwolf
Google removed infringing app upon our request.

On 13 окт, 22:00, Moto medicalsou...@gmail.com wrote:
 Oh man... I was actually thinking this could happen to me any time
 soon and now that it happen to you I'm even more worried!

 I guess I'm gonna have to invest some money for protecting my
 application :( it already insanely pirated...

 And yes I have originally wanted to go with Amazon!  I bet they got a
 better solution to spam pirates and all that...

 -Moto

 On Oct 13, 8:35 am, JP joachim.pfeif...@gmail.com wrote:



  On Oct 13, 4:51 am, Edmund Higgins ehiggins...@gmail.com wrote:

   I would rather
   have controlled quality in my market than chaotic crap!

  O well who wouldn't agree. It'll be interesting to see if Amazon can
  come up with compelling terms to attract a sufficient critical mass
  of quality apps, offer decent discoverability, presentation with
  customer appeal, easy payment, in app payment - short, offer all
  that's missing in Android Market to emphasize monetization for devs
  that put in the effort. If these guys take off, they might be able to
  stick Android Market with the crap. It's a longshot though.

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[android-developers] Re: Best phone for OpenGL game dev

2010-10-16 Thread Nightwolf
Results are pretty good. However iPhone 4 has higher resolution (960
by 640) so in some cases it'll be harder for it to compete.
BTW Samsung Galaxy S gets Android 2.2 in Europe.
Anyway there are only 33% of Android 2.2 phones. And only few of them
are Samsung. If your game will run smooth only on one device you won't
get large install base.

On 14 окт, 18:22, Tudor Tihan tudorti...@gmail.com wrote:
 Thank you all for your answers.

 @Nightwolf: That link was much appreciated. I also found this
 benchmark comparison, how do the results
 look to 
 you:http://www.glbenchmark.com/compare.jsp?benchmark=glpro11showhide=tru...)

 @Andy:

 On Oct 14, 12:32 am, Adam Hammer adamhamm...@gmail.com wrote:

  I do mine on a N1.

  2.2 is a target if you want to support ES2.0. You can do so in 2.1 but
  it'll be a headache using the NDK for such. [...]

 Can you give me a bit more details on this? The only high performance
 phone
 I can get in my country (Romania) is the Samsung Galaxy S, but it is
 2.1.
 I am interested in making use of shaders in a character detailed 3D
 video game
 with lots of particle effects. What sort of pain would I get myself
 into if I bought that phone?

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[android-developers] Re: Best phone for OpenGL game dev

2010-10-13 Thread Nightwolf
http://androidandme.com/2010/10/news/3dmarkmobile-gpu-showdown-adreno-205-vs-powervr-sgx540/

Those are the fastest.
However if install base matters then you should target the least
capable device.

On 13 окт, 19:31, Tudor Tihan tudorti...@gmail.com wrote:
 Hello everyone,

 What do you think is the best phone for OpenGL ES based game
 development?

 Large screen, OS 2.0.1+. Maybe even having the shaders path accessible
 from NDK.

 Thanks.

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[android-developers] Re: Stolen app on market

2010-10-12 Thread Nightwolf
Thank you for the answers.
We reported about infringement to adMob and Google. AdMob advised to
file CD to Google and we did so.

On 4 окт, 21:44, { Devdroid } webnet.andr...@gmail.com wrote:
 On 4 October 2010 19:14, Nightwolf mikh...@gmail.com wrote:

  Recently I've discovered that our app Little Python is distributed by
  developer who call himself Adam Gates. He renamed our app to snake,
  replaced icon and changed AdMob id.
  He has 55 published apps. Please take a look may be you'll find yours.
  Is there any way to shut him down? Please advise.

 Sure. Write to Google using this link (in Market console Help on the
 upper side, then Contacting Us on bottom and then
 Android Market Developers: Publishers  Merchants then
 probably Application Removal which would lead you to this:

 http://www.google.com/support/androidmarket/bin/request.py?contact_ty...

 Write down your discovery

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[android-developers] Re: Stolen app on market

2010-10-12 Thread Nightwolf
I guess it'll take some time to get answer from Google. Hope they'll
do something this year.

In CD we mentioned that this particular Developer is a repeat
infringer. So now there are at least 3 cases with this guy - the first
is mentioned in the link above, the second is developer who has his
app stolen and warned us and the third is our case.

On 12 окт, 19:57, Kumar Bibek coomar@gmail.com wrote:
 Yeah, that should be straightforward. I guess, they just don't look at these
 issues seriously as yet. Or may be the legal procedures just take too long.
 BTW, have you got a reply?

 2010/10/12 Yahel kaye...@gmail.com





  Ok, this is getting ridiculous !!

  We are on theft issue here, not just spam or something dull.

  GOOGLE should not just remove the app. This is a big, huge, and the
  worst infringement you can find in the whole history of market
  crapiness : The account of this guy should be deleted. period.

  As soon as GOOGLE receive the first CD letter and checked that it is
  indeed exactly the same app, boom !! Even if all the other apps are
  his own work.

  Yahel

  On 12 oct, 15:57, Nightwolf mikh...@gmail.com wrote:
   Thank you for the answers.
   We reported about infringement to adMob and Google. AdMob advised to
   file CD to Google and we did so.

   On 4 окт, 21:44, { Devdroid } webnet.andr...@gmail.com wrote:

On 4 October 2010 19:14, Nightwolf mikh...@gmail.com wrote:

 Recently I've discovered that our app Little Python is distributed by
 developer who call himself Adam Gates. He renamed our app to snake,
 replaced icon and changed AdMob id.
 He has 55 published apps. Please take a look may be you'll find
  yours.
 Is there any way to shut him down? Please advise.

Sure. Write to Google using this link (in Market console Help on the
upper side, then Contacting Us on bottom and then
Android Market Developers: Publishers  Merchants then
probably Application Removal which would lead you to this:

   http://www.google.com/support/androidmarket/bin/request.py?contact_ty.
  ..

Write down your discovery

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[android-developers] Stolen app on market

2010-10-04 Thread Nightwolf
Recently I've discovered that our app Little Python is distributed by
developer who call himself Adam Gates. He renamed our app to snake,
replaced icon and changed AdMob id.
He has 55 published apps. Please take a look may be you'll find yours.
Is there any way to shut him down? Please advise.

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[android-developers] Re: Implement seek bar for playing videos

2010-10-01 Thread Nightwolf
Implement OnSeekBarChangeListener for your seekBar and handle
onProgressChanged().

On Oct 1, 8:51 am, Ashok Jeevan ashokjee...@gmail.com wrote:
 Hi,

 I am using seekBar to show the progress of the video which I implemented
 using Media Player / Video View.

 But as the thumb of the seekBar is moved back and forth, the video is not
 starting correspondingly from the position of the thumb.

 Is there any way to locate the position of the thumb so that the video can
 load from the seekBar's thumb's position?

 Thanks

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[android-developers] Re: how do i draw a semicircle using a path?

2010-09-27 Thread Nightwolf
path.addArc(oval, startAngle, sweepAngle)
path.addArc(oval, 0, 180)

On 27 сен, 15:19, dadada ytbr...@gmail.com wrote:
 hi,

 how do i draw a semicircle using a path?

 thanks,
 bryan

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[android-developers] Re: How can I track down a crash in a .so without a stack trace?

2010-09-20 Thread Nightwolf
What is your game? I could try it on G1 with 1.6.

On Sep 20, 9:42 pm, Leigh McRae leigh.mc...@lonedwarfgames.com
wrote:
 My game is crashing on the HTC Hero and I have managed to get a user
 to send me their log.  I don't see a Java stack trace at all.  It
 looks like it's crashing in the OpenGL driver.  I was wondering how I
 could go about trying to determine the problem.  I was thinking of
 adding that acra project that sends crash reports to a server but I am
 thinking it will just send the same that is in this log.   I have
 error checking everywhere so I am really at a lose where to go from
 here.  I even went out and bought a HTC Hero but Canada only has 1.5
 for the OS.

 09-19 09:09:40.957 I/DEBUG ( 53): *** *** *** *** *** *** *** *** ***
 *** *** *** *** *** *** ***
 09-19 09:09:40.957 I/DEBUG ( 53): Build fingerprint: 'sprint/htc_heroc/
 heroc/heroc:2.1-update1/ERE27/169236:user/release-keys'
 09-19 09:09:40.957 I/DEBUG ( 53): pid: 5999, tid: 6009 
 com.lonedwarfgames.tanks.androidpaid 
 09-19 09:09:40.957 I/DEBUG ( 53): signal 11 (SIGSEGV), fault addr
 0089e268
 09-19 09:09:40.957 I/DEBUG ( 53): r0 00387ab4 r1 00387ab0 r2 0089e268
 r3 03ff
 09-19 09:09:40.957 I/DEBUG ( 53): r4 0005 r5 0089e268 r6 009705b0
 r7 00387ab0
 09-19 09:09:40.957 I/DEBUG ( 53): r8 00382128 r9 00382c24 10 004554c0
 fp 00162480
 09-19 09:09:40.957 I/DEBUG ( 53): ip  sp 462f8ce4 lr 8052b6a8
 pc 8053ec30 cpsr 2010
 09-19 09:09:43.007 I/DEBUG ( 53): #00 pc 0003ec30 /system/lib/egl/
 libGLES_qcom.so
 09-19 09:09:43.007 I/DEBUG ( 53): #01 lr 8052b6a8 /system/lib/egl/
 libGLES_qcom.so
 09-19 09:09:43.007 I/DEBUG ( 53):
 09-19 09:09:43.007 I/DEBUG ( 53): code around pc:
 09-19 09:09:43.017 I/DEBUG ( 53): 8053ec20 e0225492 e08cc144 e59041b4
 e2810004
 09-19 09:09:43.017 I/DEBUG ( 53): 8053ec30 e5925000 e2444003 e4815008
 e5925004
 09-19 09:09:43.017 I/DEBUG ( 53): 8053ec40 e5805000 e5b25008 e2810004
 e2822004
 09-19 09:09:43.017 I/DEBUG ( 53):
 09-19 09:09:43.017 I/DEBUG ( 53): code around lr:
 09-19 09:09:43.017 I/DEBUG ( 53): 8052b698 e1a03004 e1a01007 e1a9
 e12fff3c
 09-19 09:09:43.017 I/DEBUG ( 53): 8052b6a8 e599a024 e59d0008 e318
 e087b10a
 09-19 09:09:43.017 I/DEBUG ( 53): 8052b6b8 0a0a e3a03000 e58d3000
 e599c080
 09-19 09:09:43.017 I/DEBUG ( 53):
 09-19 09:09:43.017 I/DEBUG ( 53): stack:
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8ca4 00383128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8ca8 
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cac 
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cb0 00382528 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cb4 8053bfc0 /system/lib/egl/
 libGLES_qcom.so
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cb8 0080
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cbc 00383128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cc0 00382c24 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cc4 00382128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cc8 00383128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8ccc 8052afe0 /system/lib/egl/
 libGLES_qcom.so
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cd0 4224
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cd4 00383128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cd8 df002777
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cdc e3a070ad
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8ce0 00382128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): #00 462f8ce4 0400
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8ce8 004554c0 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cec 009705b0
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cf0 00382528 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cf4 
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cf8 0008
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8cfc 
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d00 0006
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d04 001dbfa0 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d08 00382128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d0c 00383128 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d10 00382528 [heap]
 09-19 09:09:43.017 I/DEBUG ( 53): 462f8d14 004554c0 [heap]
 09-19 09:09:43.027 I/DEBUG ( 53): 462f8d18 00162480 [heap]
 09-19 09:09:43.027 I/DEBUG ( 53): 462f8d1c 8051fa14 /system/lib/egl/
 libGLES_qcom.so
 09-19 09:09:43.027 I/DEBUG ( 53): 462f8d20 001dbfa0 [heap]
 09-19 09:09:43.027 I/DEBUG ( 53): 462f8d24 
 09-19 09:09:43.027 I/DEBUG ( 53): 462f8d28 00148aa8 [heap]

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[android-developers] Re: opnegl es 2.0 on the Froyo is working now?

2010-08-22 Thread Nightwolf
AFAIK emulator comes with software rasterization that doesn't support
2.0.
You should use real device for that.

On Aug 23, 6:07 am, choi devmc...@gmail.com wrote:
 It tested on the Emulator. not a device.

 On 8월23일, 오전11시01분, choi devmc...@gmail.com wrote:



  Hello,

  I am testing the opengl es 2.0 on the Froyo(SDK2.2) for the code thing
  and make it as normal.
  but it has been failed all the time.

  Always it says, No configs match configSpec what prablem is here?
  isn't opengl es 2.0 working on the android sdk 2.2??

  Please someone tell why...
  Regards

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[android-developers] Re: Yet another Droid OpenGL texture problem

2010-08-09 Thread Nightwolf
Why do you set GL_TEXTURE_MIN_FILTER twice? Replace one of the calls
with GL_TEXTURE_MAG_FILTER.

On Aug 10, 5:22 am, Mike mcmulle...@gmail.com wrote:
 Welp, I did even better. I went out and bought a Droid from
 Craigslist.

 I logged the height and width of the bitmaps at each of the mipmap
 levels and here's the output:

 DEBUG/Texture(1558): Texture image loaded at 256 x 256
 DEBUG/MMTexture(1558): Texture image loaded at 128 x 128
 DEBUG/MMTexture(1558): Texture image loaded at 64 x 64
 DEBUG/MMTexture(1558): Texture image loaded at 32 x 32
 DEBUG/MMTexture(1558): Texture image loaded at 16 x 16
 DEBUG/MMTexture(1558): Texture image loaded at 8 x 8
 DEBUG/MMTexture(1558): Texture image loaded at 4 x 4
 DEBUG/MMTexture(1558): Texture image loaded at 2 x 2
 DEBUG/MMTexture(1558): Texture image loaded at 1 x 1

 So, if it's not the size that's the problem, something with the format
 of the bitmaps themselves? Well at least now I have a phone to test
 on.

 On Aug 9, 7:35 pm, String sterling.ud...@googlemail.com wrote:



  Can I suggest you stick a Log call in with your actual loaded texture
  sizes? Something like the following:

      Log.i(TAG, Texture image loaded at  + mapImage.getWidth() +  x
   + mapImage.getHeight());

  Then get one of the Droid/Milestone users to shoot you a logcat
  output... xda-devs folks ought to be able to handle that. That'll at
  least tell you if the images are loading at the size you expect, or if
  it's a different problem.

  String

  On Aug 9, 10:11 pm, Mike mcmulle...@gmail.com wrote:

   I am. That's what's so perplexing.

   On Aug 9, 3:56 pm, Tom orei...@mbari.org wrote:

Make sure that you are loading your textures from the drawable-nodpi
resource 
directory:http://www.anddev.org/opengl_textures_-_motorola_droid-t10930.html

On Aug 9, 1:07 pm, Mike mcmulle...@gmail.com wrote:

 I'm getting white (blank) textures on everything when running on the
 Droid and Galaxy S devices.
 My textures are all power-of-two PNGs and they're in the 
 /res/drawable-
 nodpi folder.

 Here's my code:

 public GLTextures(GL10 gl, Context context) {
                 if(gl==null)return;
                 this.gl = gl;
                 this.context = context;
                 this.textureMap = new java.util.HashMapInteger, 
 Integer();
                 sBitmapOptions.inPreferredConfig = 
 Bitmap.Config.RGB_565;

         }

         public void freeTexs(){
                 gl.glDeleteTextures(textures.length, textures,0);
                 textureFiles = null;
         }

         public void loadTextures() {
                 if(gl==null)return;
                 int[] tmp_tex = new int[textureFiles.length];
                 gl.glGenTextures(textureFiles.length, tmp_tex, 0);
                 textures = tmp_tex;
                 for (int i = 0; i  textureFiles.length; i++) {

                         this.textureMap.put(new 
 Integer(textureFiles[i]), new Integer(i));
                         int tex = tmp_tex[i];

             gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
             gl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
             gl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);

             gl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
             gl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
             gl.glTexEnvf(GL10.GL_TEXTURE_ENV,
 GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);

             InputStream is =
 context.getResources().openRawResource(textureFiles[i]);
             Bitmap bitmap;
             try {
                 bitmap = BitmapFactory.decodeStream(is, null,
 sBitmapOptions);
             } finally {
                 try {
                     is.close();
                 } catch (IOException e) {
                     // Ignore.
                 }
             }

             buildMipmap(gl, bitmap, tex);
             bitmap.recycle();

                 }
         }

 private void buildMipmap(GL10 gl, Bitmap bmp, int tex) {
                 //
                 int level = 0;
                 //
                 int height = bmp.getHeight();
                 int width = bmp.getWidth();

                 while (height = 1 || width = 1) {
                         GLUtils.texImage2D(GL10.GL_TEXTURE_2D, level, 
 bmp, 0);

                         if (height == 1 || width == 1) {
                                 break;
                         }
                         // Increase the mipmap level
                         level++;
                         //
                         height /= 2;
     

[android-developers] Re: Drawing 2D stuff on the screen in OpenGL over a 3D scene

2010-06-28 Thread Nightwolf
There's a chance that your 2D stuff is behind 3D stuff. Turning depth
test off is a good idea for drawing UI.

gl.glDisable(GL10.GL_DEPTH_TEST);

Does drawing 2D alone work?

On Jun 27, 4:01 pm, Navigateur naveen.c...@googlemail.com wrote:
 Can somebody take me step-by-step how to draw 2D stuff over a 3D scene
 (such as controls, etc.). What I've been doing so far has not been
 working (it only draws the 3D scene), which is (in every frame): draw
 the 3D scene as normal, projection matrix mode, load identity, call
 GLU.gluOrtho2D(gl, 0, myScreenWidthInPixels, 0,
 myScreenHeightInPixels), switch the array pointers (vertices and
 texture coords) to the ones for my 2D stuff, then drawElements with an
 appropriate index list. (then switch the array pointers back so the 3D
 stuff works again).

 I get nothing added to the screen (just the 3D stuff).

 Do I need to be doing something else for it to draw? Can somebody take
 me step-by-step?

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[android-developers] Re: Transparent textures in OpenGL ES.. How?

2010-06-21 Thread Nightwolf
Part of my texture loading code looks like this:

final Bitmap bitmap =
BitmapFactory.decodeResource(context.getResources(), resId);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();

Following lines should be somewhere in initialization:

// Blending Function For Translucency Based On Source Alpha Value
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
gl.glEnable(GL10.GL_BLEND);


On Jun 21, 9:30 pm, Navigateur naveen.c...@googlemail.com wrote:
 I got it working! The right data order is ARGB, but it just wasn't
 accepting my original data for some reason (even though the data is
 fine)... so by writing it, pixel by pixel, to a new Bitmap.. it works
 (that's why RGBA version was treating the A as B) Can anyone tell
 me why I have to write a new Bitmap (it's a waste of processing). Does
 the Bitmap have to be mutable or something?

 On Jun 21, 6:13 pm, Navigateur naveen.c...@googlemail.com wrote:



  Correction: if I use the original ARGB format of the .png without
  converting it to RGBA, it doesn't work at all. (But with RGBA it has
  the problem as stated).

  On Jun 21, 5:30 pm, Navigateur naveen.c...@googlemail.com wrote:

   I should add, maybe GL10's glTexImage2D is the way to go here but I
   can't get that working at all. Maybe I have the pixel buffer pixels in
   the wrong order, since I use Bitmap's copyPixelsToBuffer to create the
   pixels buffer (what's the correct ordering for pixels in this buffer)?
   Or is GLUtils.texImage2D is the best one to call?

   On Jun 21, 4:57 pm, Navigateur naveen.c...@googlemail.com wrote:

I can't seem to get GLUtils.texImage2D to use my full RGBA (A=my alpha
component). I've tried doing setEGLConfigChooser(8, 8, 8, 8, 0, 0);
getHolder().setFormat(PixelFormat.RGBA_);

I've tried converting the source image (.png in ARGB) to RGBA.. which
works ok for the ordering of data before texImage2D, but when it
draws, it draws yellow where it should be transparent white... which
suggests it's diminishing the B(blue) component instead of the
A(alpha) component. But the same thing happens when I just use the
orignal ARGB data instead (B diminishes instead of A, leaving
yellow). I have no idea why but I'll keep trying, but has anybody done
this properly and has the answer?- Hide quoted text -

   - Show quoted text -- Hide quoted text -

  - Show quoted text -

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[android-developers] Re: Best way to live demo apps

2010-06-16 Thread Nightwolf
Only Gallery app is allowed right now.

On Jun 16, 7:58 am, Stuart Reynolds s...@stureynolds.com wrote:
 Any word on whether the EVO can display the phone screen to a monitor?

 Thanks
 - Stuart



 On Fri, May 28, 2010 at 5:42 PM, Mark Murphy mmur...@commonsware.com wrote:
  Wayne Wenthin wrote:
  don't some of the newer phones have output ports?   I thought a couple
  of them even did 720p

  At least with the EVO 4G, one review indicated it only played video
  (and...gallery images?), not the Android home screen or regular
  activities. I haven't picked up the right HDMI cable to try it out yet.

  --
  Mark Murphy (a Commons Guy)
 http://commonsware.com|http://github.com/commonsguy
 http://commonsware.com/blog|http://twitter.com/commonsguy

  _The Busy Coder's Guide to *Advanced* Android Development_
  Version 1.5 Available!

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[android-developers] Re: Game Stuttering

2010-06-15 Thread Nightwolf
Try to measure time needed to render each frame.
May be something's wrong with your game logic. For ex. thread
calculating new ingame positions is called too often and takes
precedence over rendering thread.

On Jun 14, 8:14 pm, czimm...@exit4gaming.com
czimm...@exit4gaming.com wrote:
 I have an issue with the OpenGL game I am developing that I am getting
 significant stuttering.  I have put in a lot of debug code to try to
 see if it is something I am doing, but I haven't had any success at
 narrowing down what is going on.  Stutters are between 80 msec and
 sometimes annoyingly as high as 200+ msec on my Droid.

 When the game is running, I don't think I am creating any garbage, but
 when I am initializing a level, I am definitely creating some
 garbage.  Just before starting the level, I give a hint to collect the
 garbage.  This got rid of a lot of my problems, but there is still
 stuttering going on.

 I put in some code to instrument the amount of time that I spend in
 various parts of my main rendering loop.  The stutters seem to happen
 randomly, each time in a different piece of code, so I am attributing
 them to something outside of my main loop code.  I also am NOT seeing
 the GC running when these stutter happen on the catlog.

 Is this services running while my game is running?  Is there a way to
 prevent this or at least mitigate the damage?

 I notice that sometimes the backlight on the menu keys (back/home/
 search etc.) is going on and off in sync to some of these stutters.
 Why is this happening?  I have orientation changes turned off and I
 don't think I understand what is going on with this backlight or why
 this would be related to the stutters.

 I have bumped my game up to MAX_PRIORITY and it seemed to help some,
 but did not get rid of this issue entirely.

 Can anyone help here or offer any suggestions on what could
 potentially be going wrong or with suggestions on how to debug this
 problem?

 Thanks,
 Charlie

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[android-developers] Re: Frame rate suprisingly low in landscape mode

2010-06-15 Thread Nightwolf
Such things should be definitely tested on a device. We had such issue
in the past. Even tried to make some optimizations. However switching
to a real phone showed that we were moving in the wrong direction.

On Jun 10, 8:17 pm, satlan esh satlan_...@yahoo.com wrote:
 I am testing some OpenGL code on the emulator, and I've noticed some
 frame rate issues.

 There is obviously a 60fps ceiling for portrait, and 30fps ceiling for
 landscape, that's clear. However, frame rate in landscape mode seems
 to be inherently lower by a factor of almost 1.5 or more. That is, if
 I get 30fps in portrait, I'd get around 20fps in landscape. The
 application runs full screen, so there's exactly the same screen real
 estate.

 Is this just an emulator issue, or does real hardware behave alike?

 Since the application is full screen, I can get around most of this by
 rotating the scene 90 degrees. Is this the recommended setup?

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[android-developers] Re: stop/prepare MediaPlayer issues

2010-06-15 Thread Nightwolf
My guess is to use just stop() without checking for isPlaying.
And instead of recreating mediaPlayer on each button press call stop()
and prepare().

On Jun 15, 7:38 pm, Jeff B. jeffbromber...@gmail.com wrote:
 To avoid any confusion, I don't know if I made it clear that the code
 I have listed is currently working.  I'm just not sure of why I am
 needing the IllegalStateException logic.

 Thanks,
 Jeff

 On Jun 12, 12:39 am, Jeff B. jeffbromber...@gmail.com wrote:



  Hello,

  I have an ImageButton that plays a sound whenever it is held down and
  stops as soon as you let up.  To do this I register an onTouch handler
  and operate on ACTION_DOWN and ACTION_UP MotionEvents.  The code is
  below.  The idea is that when the ACTION_UP comes in I first call
  stop() and then I re-prepare the sound so that it is all ready for the
  next start() in a subsequent ACTION_DOWN.  I do this instead of start/
  pause because I need the sound to start from the beginning each time
  and the seekTo() call is asynch which seemed to complicated the
  logic.  The problem I'm having is that every now and then if I'm
  really beating on the button (i.e. clicking it rapidly and for
  different durations) I will hit the illegal state exception.  The
  debugger log shows that I am in MEDIA_PLAYER_PLAYBACK_COMPLETE (128)
  when trying to call prepare().  As you can see below, I only try to
  call prepare after I have called stop.  So this would imply that stop
  is somehow either asynchronous or the two operations are being allowed
  to happen in an overlapped fashion.

  So two questions:  1) does anyone have an explanation for what I'm
  seeing?   2) is there a better/cleaner way to do what I'm trying to do
  in general?  This is my first android app so it's very possible I'm
  missing the boat on something.

  public void onCreate(Bundle savedInstanceState) {

  super.onCreate(savedInstanceState);
  setContentView(R.layout.main);

  Context appCtx = getApplicationContext();

  // button init code removed

  mSoundBeep = MediaPlayer.create(appCtx, R.raw.beep);

  mImgBtnBeep.setOnTouchListener(new OnTouchListener() {
     public boolean onTouch(View v, MotionEvent event) {

     switch (event.getAction()) {
        case MotionEvent.ACTION_DOWN:
           mSoundBeep.start();
           break;

        case MotionEvent.ACTION_UP:
           if (mSoundBeep.isPlaying()) {
              mSoundBeep.stop();
           try {
                 mSoundBeep.prepare();
              } catch (IllegalStateException e) {
                 mSoundBeep.release();
                 Context appCtx = getApplicationContext();
                 mSoundBeep = MediaPlayer.create(appCtx, R.raw.beep);
              } catch (IOException e) {
                 // TODO Auto-generated catch block
                 e.printStackTrace();
              }
           }
           break;
     }

     return false;
     }

  });- Hide quoted text -

  - Show quoted text -

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[android-developers] Re: Any ScoreLoop users out there?

2010-06-01 Thread Nightwolf
Sometimes users enter profanity as their nick name. Are there any
means to avoid that with ScoreLoop? If the answer is positive then
what are the supported languages?
Is it possible to attach a picture to user record?

On May 29, 11:28 am, Prenitha prenitha...@yahoo.co.in wrote:
 Hi Neil,

 We have posted the answer to your query as an FAQ on Scoreloop's
 support website. You can directly click the following link to get
 there.

 http://support.scoreloop.com/faqs/android-development/removing-search...

 If you have any additional queries, the fastest way to get a response
 will be to use our support website.

 Regards,
 Prenitha.

 On May 27, 12:18 am, Neilz neilhorn...@googlemail.com wrote:



  Great, thanks Junde.

  Can you tell me how I can filter this list, to only show the values I
  want? Like my example with the Jewels game, I really only want the
  first three items in the list, at most. Or is it just a simple code
  hack?

  On May 26, 6:29 pm, Junde (Scoreloop) jun...@gmail.com wrote:

   Hi Neil,

   I'm sure there should be some Scoreloop users here.

   There's actually guys from the Scoreloop team here too, I'm one of
   them :)

   These are basically some ISO jargon, that we are going to replace with
   friendlier words very soon.

   Basically, iso3166_1 refers to country codes, and iso3166_2 refers to
   country subdivision codes (regions/cities etc).
   So it's 2 additional ways of filtering scores. As for how iso3166_1
   differs from your Country, I think your Country is based on the
   user's input on their player profile, while iso3166 is based on
   detection.
   I'll verify this for you.

   By the way, we've also got a nice support forum up 
   athttp://support.Scoreloop.com
   if you're interested to learn more.

   Cheers,
   Junde

   On May 26, 9:42 pm, Neilz neilhorn...@googlemail.com wrote:

I'm implementing ScoreLoop for my game.

There is a standard selection widget for the leaderboard type, which
lets you refine the scores. By default, I get:

- Global Leaderboard
- Your Country Leaderboard
- 24h Leaderboard
- search_list.nationality_iso3166_1
- search_list.nationality_iso3166_2

What on earth are the last two items? This list seems to come from
ScoreLoop, rather than being anything configurable in the xml. I only
want the first three in the list, is there anyway I can set this
somewhere?

I notice that other games that use ScoreLoop (like Jewels for example)
only have the first three items also.

Thanks.

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[android-developers] Re: Using MediaPlayer - multiple sound files

2010-03-10 Thread Nightwolf
Another way is to use single MediaPlayer and call reset(),
setDataSource(), prepare() and start().
There could be some delays though, at least for the first time.

BTW the last time I tried SoundPool it was impossible to have more
than 1 MB of sounds. SoundPool uses uncompressed audio and I didn't
find a way to control bitrate and other stuff. I wanted five 17-18 sec
samples and that was impossible with SoundPool.

On 11 мар, 02:50, Neilz neilhorn...@googlemail.com wrote:
 Anyone? I'm sure this must be a common problem...

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[android-developers] Re: GLSurfaceView problem/querry

2010-02-02 Thread Nightwolf
Please do not copy and paste example since it only illustrates the
idea.

GameView is descendant of GLSurfaceView

FrameLayout
xmlns:android=http://schemas.android.com/apk/res/android;
android:layout_width=fill_parent
android:layout_height=fill_parent

com.***.GameView
android:id=@+id/game
android:layout_width=fill_parent
android:layout_height=fill_parent
requestFocus /
/com.***.GameView
RelativeLayout
android:layout_width=fill_parent
android:layout_height=fill_parent
RelativeLayout
android:layout_width=60px
android:layout_height=60px
android:gravity=center
android:layout_alignParentRight=true 
android:focusable=false
android:focusableInTouchMode=false
TextView
android:id=@+id/timer_text
android:layout_width=fill_parent
android:layout_height=fill_parent
android:gravity=center
android:textSize=15px
android:textColor=#FF 
android:focusable=false
android:focusableInTouchMode=false/
/RelativeLayout
/FrameLayout

On 3 фев, 08:06, satish bhoyar getsatonl...@gmail.com wrote:
 Thanks for the reply Nightwolf ,
 But sorry  i did not understood it..
 please can u tell me clearly.

 thanks
 sat



 On Tue, Feb 2, 2010 at 11:28 AM, Nightwolf mikh...@gmail.com wrote:
  Try to place regular view on top of your GLSurfaceView and use
  TextView on this regular view.

  On 1 фев, 14:19, satish bhoyar getsatonl...@gmail.com wrote:
   Hi please tell me some thing about this problem...

   thanks

   On Fri, Jan 29, 2010 at 6:49 PM, satish bhoyar getsatonl...@gmail.com
  wrote:

Hi all,

I am developing the app where I want Text on GLSurfaceView. So I am
  using
TextView on GLSurfaceView. I m able to do that properly.

Now problem is  I want to translate both this views (TextView 
GLSufaceView) to the position where i scroll. for this I am using the
ViewGroup  onTouch method of that i am doing it, but both doesnt seems
moving together.TextView is faster than that of GLSurfaceView.

I think the co-ordinate system of the ViewGroup  that of the
  GLSurfaceView
are different so it is calculation mistake but I am not sure.

please help
thanks.

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[android-developers] Re: GLSurfaceView problem/querry

2010-02-01 Thread Nightwolf
Try to place regular view on top of your GLSurfaceView and use
TextView on this regular view.

On 1 фев, 14:19, satish bhoyar getsatonl...@gmail.com wrote:
 Hi please tell me some thing about this problem...

 thanks

 On Fri, Jan 29, 2010 at 6:49 PM, satish bhoyar getsatonl...@gmail.comwrote:



  Hi all,

  I am developing the app where I want Text on GLSurfaceView. So I am using
  TextView on GLSurfaceView. I m able to do that properly.

  Now problem is  I want to translate both this views (TextView 
  GLSufaceView) to the position where i scroll. for this I am using the
  ViewGroup  onTouch method of that i am doing it, but both doesnt seems
  moving together.TextView is faster than that of GLSurfaceView.

  I think the co-ordinate system of the ViewGroup  that of the GLSurfaceView
  are different so it is calculation mistake but I am not sure.

  please help
  thanks.

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[android-developers] Re: glReadpixel call in open-gl

2009-12-24 Thread Nightwolf
According to OpenGL ES spec:

Only two combinations of format and type are accepted.
The first is format RGBA and type UNSIGNED BYTE. The second is an
implementation-chosen format. The values of format and type for this
format may be determined by calling GetIntegerv
with the symbolic constants IMPLEMENTATION COLOR READ FORMAT OES and
IMPLEMENTATION COLOR READ TYPE OES, respectively.

The second supported format for emulator and G1 is GL_RGB,
GL_UNSIGNED_SHORT_5_6_5.
And make sure you specify correct dimensions.

On 23 дек, 19:04, yog usb...@gmail.com wrote:
 Hi all,

 Iam trying to read glReadpixel API to get frame buffers, when printed
 buffer in API Iam getting  all 0's in my Emulator. Iam a new-bie to
 android and open-gl. can any one  help me why this is happening? Iam
 using Android 2.0. Is there any opensource android APP using
 glReadPixel function.

 GLES10.glReadPixels(x, y, screenWidth, screenHeight,GLES10.GL_RGB,
 GLES10.GL_UNSIGNED_BYTE, pixel);
                                  0  0         320                 480
 Thanks in advance,
 Yog.

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[android-developers] Re: NDK all from within Eclipse

2009-12-17 Thread Nightwolf
There is also useful video

Using CDT for Android Native
http://cdtdoug.blogspot.com/2009/09/using-cdt-for-android-native.html

It would be great to know how to debug native code.


On 16 дек, 06:26, datoudatou datouda...@gmail.com wrote:
 hi Robert Green,

 great thanks.

 i have tried your method, it really worked for me
 (slackware 12.1, android sdk-2.1 + ndk1.6 + eclipse galileo + cdt 6.0.1).

 now, i can declare that the method workes under win32 and linux dev env.

 yours waynechen
 2009.12.16



 Robert Green wrote:
  I was going to post this to the group but figured I'd write up a how-
  to on my website instead.  Basically, here's how you configure Eclipse
  to do nice C/C++ editing and automatically build your native code for
  you on-save.  It also automatically refreshes your lib directory and
  consequently ADT puts it straight into your APK.

 http://www.rbgrn.net/content/348-get-your-eclipse-integrated-ndk-on

  I'll post this to the NDK dev group as well.  I can't believe I didn't
  set that up sooner.  It cut my native development time in half.  Let
  me know if you have problems/questions with it.

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[android-developers] Re: Lags during onTouchEvent on Motorola DROID

2009-12-17 Thread Nightwolf
It seems that starting from android 1.6 there is no need in sleep
workaround. Tried this on HTC G1.

On 16 дек, 12:58, Mobile mstream2...@gmail.com wrote:
 I have several complaints from Moto DROID users who experience lags
 while touching.

 In my app I implement the recommended workaround with two threads and
 Thread.Sleep( 35 ) . It worked and works perfectly on my G1 and on
 some other Google devices. But for DROID I hear many complaints.

 As I don't have a DROID, could someone please tell me if there is
 still a need for this workaround? Or shall I have to do anything else?

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[android-developers] Re: How to handle simultaneous key press

2009-12-14 Thread Nightwolf
You should try it.
At least combinations like w+a+space work. I haven't try with
special keys though.
My app that needs to handle multiple key presses has boolean array for
each action (turn left or right, fire etc.). Corresponding array
elements are set in onKeyDown and onKeyUp event handlers.

On 14 дек, 09:50, onceaweek kyu@gmail.com wrote:
 I was wondering whether Androd can catch  simultaneous Key Press.
 For example, a application does something when a user press HOME and
 MENU key simultaneously.
 Is it a possible scenario?

 Thank you in advance.

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[android-developers] Re: please help me with opengl exception.

2009-12-14 Thread Nightwolf
It should be allocateDirect instead of allocate.

On 14 дек, 02:22, billconan billco...@gmail.com wrote:
 hello guys,

 i'm trying to draw a very simple 2D triangle with opengl. but i have
 exception illegal parameters

 the problematic line is

         gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mVertexBuffer);

 i'm new to android, my experience with it so far is so frustrating. i
 simply copied code from other examples. and it simply doesn't work.

 i'm pretty sure the mVertexBuffer is successfully initialized. because
 i can see the size of the buffer is 48 right before the execution of
 the problematic line with the debugger. and this size is correct.

 however it just doesn't work.

 i initialized the buffer this way:

                 mVertexBuffer = ByteBuffer.allocate(12*4);
                 mVertexBuffer.order(ByteOrder.nativeOrder());
                 mVertexBuffer.position(0);
                 mVertexBuffer.putFloat(-1);
                 mVertexBuffer.putFloat(-1);
                 mVertexBuffer.putFloat(-1);
                 mVertexBuffer.putFloat(1);
                 mVertexBuffer.putFloat(1);
                 mVertexBuffer.putFloat(1);
                 mVertexBuffer.position(0);

 the code was actually copied from a opensource example.

 can somebody help me?

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[android-developers] Re: background sound continuous

2009-11-24 Thread Nightwolf
http://developer.android.com/reference/android/media/SoundPool.html
Sounds can be looped by setting a non-zero loop value. A value of -1
causes the sound to loop forever.

soundPool.play(soundPoolMap.get(sound), streamVolume, streamVolume,
1,
-1, 1f);

On 24 ноя, 17:35, Jags jag...@gmail.com wrote:
 I am using soundpool to use sounds in my app. One of the sounds i need
 to play continuously in background. any example how to do this ?

 soundPool.play(soundPoolMap.get(sound), streamVolume, streamVolume, 1,
 0, 1f);

 regards

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[android-developers] Re: glCopyTexImage2D - Success anyone?

2009-11-22 Thread Nightwolf
This might help
http://www.anddev.org/how_to_get_opengl_screenshot__useful_programing_hint-t829.html

On 22 ноя, 00:45, Ben Gotow bengo...@gmail.com wrote:
 Hey everyone,

 I'm porting an OpenGL app from the iPhone to Android, and I need to
 render OpenGL content to a texture. Since framebuffers are not
 available in OpenGL 1.0 and the DROID is the only Android phone to
 support the framebuffer extension, I'm trying to draw using OpenGL and
 then copy the result into a texture using glCopyTexImage2D. However,
 my initial findings are not good:

 1. glCopyTexImage2D works in the Android emulator (OS v. 1.5), but
 only with GL10.GL_RGB, not GL_RGBA. If you try to copy the alpha data
 from the scene into the texture, you just get a completely white
 texture.

 2. glCopyTexImage2D doesn't seem to work _at all_ on the Android G1.
 It does not throw an UnsupportedOperationException but after calling
 it, the texture is completely white.

 Has anyone successfully used glCopyTexImage2D on an actual device? If
 so, could you please post a bit of the code you're using? I suspect it
 works only with specific settings, if at all. Right now, I'm calling
 it like this:

 gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 0,0, 256,
 256, 0);

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[android-developers] Re: Choosing Dev Phone

2009-11-18 Thread Nightwolf
You need any SIM card with data access to pass initial screen (of
course if your phone is unlocked and accept any SIM) . After that SIM
card can be removed.

On 19 ноя, 08:54, Nathan nathan.d.mel...@gmail.com wrote:
 Just to update everyone.

 In the absence of guidance on what will run 2.0, I decided against Dev
 2 or the Droid. That means I'll probably end up getting something else
 later, but hopefully when there is more clarification or more choices.
 The multitouch, for one, is one that will be hard to test out without
 2.0.

 I've found a used G1 that is one of many on a local craigslist.

 Now here is the question:

 Will I be able to get past the initial Google Account screen and use
 wifi to activate it?
 Or do I need to go into the TMobile store and sign up for some data
 plan for long enough to activate the phone?

 If I have to do that second option, I can - it'll just take some time
 away from programming.

 So far I can't get past that initial screen because my SIM card is
 not provisioned for data access - it is a prepaid minutes TMobile
 plan.

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[android-developers] Re: Displaying Text such as score in an OpenGL game

2009-11-17 Thread Nightwolf
It's possible to have regular view on top of the GLSurfaceView and use
TextView for text.

On 17 ноя, 17:11, Kevin S. dada...@gmail.com wrote:
 It's not that bad, you can just copy the LabelMaker and NumericSprite

 classes and then call them in the same way that example does in the
 render.

 That's good news, I'll go down that path then.

  Thanks for the reply!

 -Kevin

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[android-developers] Re: Android Market Anti-Piracy

2009-11-16 Thread Nightwolf
Only 20% of all installs are legal, other 80% are in
piracy hands.

I believe that in case of perfect copy protection only few of that 80%
would buy your app.

On 16 ноя, 14:12, AlexK kucherenko.a...@gmail.com wrote:
 Our company starts today anti-piracy initiative against piracy that
 already happened on Android Market. We request all vendors and
 developers to support this initiative.

 Piracy become a threat for vendors that publishing application on
 Android Market! It is not a joke, it is a real threat.

 Our last application publishing shows how bad is situation on the
 Android Market. Only 20% of all installs are legal, other 80% are in
 piracy hands.

 Google does not provide any actions to stop piracy, so we as a vendor
 that provide software for Android Market, have to think about
 protection measures. Piracy is threat that cannot be target easily and
 eliminated in one day. Only join of all vendors can help in anti-
 piracy.

 ArtfulBits company decide to start from today Android Anti-piracy
 Movement with main goal: protect vendors and punish piracy.

 Our next steps are:
 - Petition to Google with request to provide better anti-piracy
 protocols for Android Market;
 - Collective anti-Google charge, from side of vendors that loose money
 due to Google security holes in Android Market application
 distribution channel;
 - Public web service Black List, that helps all developer to check
 is there application installed on pirate phone;
 - Joining of the software vendors over that problem for finding better
 anti-piracy strategies;
 - Identification of the roots of piracy, that make possible Android
 Market software leaking and contribution them to justice.

 A little later today we will open black-list database of devices,
 where was installed stolen version of applications. In addition, we
 will provide easy code for all developers that can be integrated
 into own application and during first start, check is phone in black
 list or not.

 Opened Anti-Piracy forum thread:http://www.artfulbits.com/Support
 Petition can be signed 
 here:http://www.petitionspot.com/petitions/androidpiracy

 Stay tuned! Thanks.

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[android-developers] Re: Application design - using threads

2009-11-12 Thread Nightwolf
Actually I don't understand the need to separate rendering and game
logic threads. If game state isn't changed there is nothing new to
draw. Why bother rendering the same frame several times? It makes
sense if there are two game state sets. For ex. OpenGL thread renders
current frame using current vertex buffer while game logic thread
updates another vertex buffer with new data.

On 12 ноя, 23:28, Lance Nanek lna...@gmail.com wrote:
 There's a good blog post on this issue re games 
 here:http://replicaisland.blogspot.com/2009/10/rendering-with-two-threads

 I started doing game updates in a separate thread, instead of on the
 render thread, in an OpenGL game I've been writing recently as well.
 It did result in some improvement.

 I normally log frame rate stats every 300 calls to onDrawFrame. The
 longest time between calls, ignoring times when the garbage collector
 triggers, used to be ~100ms. Doing updates in a separate thread cut
 that measurement down by about 10-20ms.

 On Nov 12, 10:55 am, Neilz neilhorn...@googlemail.com wrote:



  Well yes, but that isn't quite the same thing, is it? In LunarLander
  the thread that does the drawing is also the thread that does the
  logic. I took this statement from the dev guide to mean that you have
  a separate thread for each. I suppose the best thing I can do is code
  and experiment and see if I get any improvements...

  On Nov 12, 2:58 pm, RichardC richard.crit...@googlemail.com wrote:

   There is a nice simple game example (with multiple threads) in the SDK
   samples called LunarLander

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[android-developers] Re: Gaming on android - somewhat disappointing...

2009-11-11 Thread Nightwolf
There is a problem with Garbage Collector. You should be really
careful to avoid producing too much garbage. While your game itself
doesn't invoke GC in several minutes other apps still do. So there
will be slowdown. If it's a fast arcade game user may miss the bad guy
or fall into pit and will be very upset.
Using touch and trackball controls produces huge cpu load. Sleep
workaround helps a little.
Having real device is crucial to game development because you may
choose wrong render path or algorithm implementation. Some things work
faster on emulator and others on device.
I'm curious to know how many full-time devs work on Android apps.
Everyone I know have primary job and do android development in their
free time. This may be one of the reasons why so many apps are
unpolished.

BTW I tried Donkey Kong and that was terrible. Sega emulator works
better but still not good enough. Droid is definitely faster than G1.

On 11 ноя, 17:49, Justin Giles jtgi...@gmail.com wrote:
 Just want to throw out a me too here.  When I got my android phone not too
 long ago, I was also surprised at how unpolished a lot of the games were,
 especially the free ones.  That is what inspired me to make my first game
 and try to make it both a) responsive and b) more polished than those that
 were out there.  If we just put in the extra little effort in these two
 categories, the android marketplace will be a much more attractive and
 lucrative place to publish your applications.

 Thanks for the added insight niko!

 Justin



 On Wed, Nov 11, 2009 at 7:21 AM, niko20 nikolatesl...@yahoo.com wrote:
  Hi,

  This is just an observation I had yesterday. I go myself a DROID now,
  and last night I was pulling down several different games that have
  good ratings to try them out.

  I have to say, Im actually pretty disappointed right now, I know
  android should be able to perform better than this, although I will
  admit yes, its still quite new in the gaming department.

  I am not ranting or anything here. Yes I know that if I wanted a
  better game than I should code one, I'm just making an observation
  here. Please bear with me.

  Firstly, several of the games I downloaded were just slow, or laggy.
  Maybe its the touch screen input that messed with them I don't know.
  But I wouldn't consider them very fun because they didn't really
  feel responsive. I'm not sure I should name any games outright so I
  don't annoy their developers. But some had touch screen controls,
  which I found didn't seem to respond very well. Even some of the word
  games where you draw across the letters to make the word didn't really
  respond as nicely as they could have (IMO).

  Others worked ok except they would have frequent slowdowns if too much
  was going on the screen at once (to be expected).

  Others were sort of ugly, because they combined their own graphics
  with android's built in GUI graphics (note to game devs, you want a
  hit game? Write all the graphics yourself, even the menu screens, it
  just will look better)

  The main reason I post this is because as android devs, we really need
  to step up our game a bit here. Looking at a lot of these games, I see
  two main problems: 1. The were never tested on a real device.  2. They
  have not been optimized in any way that I can tell.

  Ok first problem I'm also guilty of, so I'll let it slide. Not
  everyone can afford a real device. But face it, that will be a
  roadblock to really making the game perform as well as it could. Maybe
  you could write the next hit without one, but I think your chances are
  a lot smaller, since you won't be able to test out the touch interface
  as well, etc. It does make a difference to try it on a real device, I
  learned that myself!

  Second problem: It's sad to me that the Super Nintendo Emulator loaded
  with a Metroid ROM performs awesomely, but yet no native android
  game comes even close to that performance (of games that I have
  tried), as far as speed, animation, and overall responsiveness. Now,
  I'm sure the devices we have are at least as fast as a super nintendo
  was, if not faster. And while I know we are programming in java, not
  in machine code, that Super Nintendo Emulator seems to work fine, so
  what are they doing behind the scenes to draw the screen?. So that
  means if you wrote a game to be optimized, wrote it as though it was
  on a lesser platform, it should run great on android. Maybe just use
  smaller images, and draw to a smaller bitmap in memory, and stretch
  it. Even if it looks a bit pixelized, if the game is fast and has good
  response, people will enjoy it. I know I actually like that pixelated
  look, it gives games that nice retro feel. For newer games OpenGL
  probably has to be used to make it fast enough.

  Also, as a side note, those old school nintendo games - Metroid for
  example, would take at least 8 hours or so to complete (maybe not if
  doing a speed run), and it was only around 8MB in 

[android-developers] Re: How can i update ADC2 Round2 Application

2009-11-11 Thread Nightwolf
Android Blog says about updating judging application.

On 11 ноя, 19:31, cpick cp...@vmenu.com wrote:
 I was under the impression that after initial submission, ADC2 would
 not allow any updates to the apps.

 On Nov 11, 12:55 am, victor lind...@gmail.com wrote:



  i  find my application is in ADC2 Round2 from Android Blog and the
  Blog suggest update application for Round2 ,but we can't find the
  update entrance

  i try to update fromhttp://market.android.com/adc,itonly show the
  application list but can't allow update ,how can i update ADC2 Round2
  Application?

  Thanks

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[android-developers] Re: SoundPool problem

2009-11-10 Thread Nightwolf
It seems that SoundPool can't allocate more than 1 MB.
SoundPool stores uncompressed audio. Does anyone know is it possible
to control uncompressed audio characteristics? That would allow
storing relatively lengthy sounds.

On 10 ноя, 22:18, Nikolay Ananiev devuni...@gmail.com wrote:
 I had the same problem. All my sounds were in .mp3 and they didn't play in
 2.0.
 I had to reencode them in .ogg and everything started working again. But
 then I had a
 problem with one of the longer sounds (7 secs). Only 6 seconds were loaded,
 because
 there was some stack overflow at the end of the loading. I had to remove the
 stereo and encode it as a mono. It worked well.



 On Tue, Nov 10, 2009 at 6:17 PM, ayanir ayanir...@gmail.com wrote:
  Hello,

  I'm using a SoundPool for playing my game sound effects.
  It all worked fine until I checked it on the new SDK 2.0.
  the sounds are not played and I'm getting in my log:
  SoundPool Sample channel count (0) out of range
  right after the playerPool.load (see the code).

  does any one encountered with this problem?
  here is my code:

  package j2ab.android.rpcapp.utils;

  import android.content.Context;
  import android.media.AudioManager;
  import android.media.SoundPool;

  import j2ab.android.rpcapp.R;

  public class SoundManager
  {
         private static boolean isSoundEnabled = true;

         private static final int[] PLAYERS_RES_IDS = {R.raw.snd1,
  R.raw.snd2,R.raw.snd3};

         /**
          * Player priority in case of ONE_PLAYER. the highest priority is 0.
          */
         private static final int[] PLAYERS_PRIORITY = {1, 1, 1};

         private int[] idToStream;

         private SoundPool playerPool;

         public SoundManager(Context context, int maxStreams) {

                 playerPool = new SoundPool(maxStreams,
  AudioManager.STREAM_MUSIC,
  0);
                 idToStream = new int[PLAYERS_RES_IDS.length];

                 for (int i = 0; i  idToStream.length; i++){
                         idToStream[i] = playerPool.load(context,
  PLAYERS_RES_IDS[i],
  PLAYERS_PRIORITY[i]);
                 }
         }

         public int play(int playerId, boolean interrupt) {
                 if(isSoundEnabled){
                         int status = playerPool.play(idToStream[playerId],
  0.99f, 0.99f, 0,
  0, 1);
                         if(status == 0)
                                 MyLog.printLog(, cant play a sound
    + playerId);
                         return status;
                 }
                 return 0;
         }

         public void stopPlayer(int playerId, boolean resetMediaTime) {
                 if(resetMediaTime){
                         playerPool.stop(idToStream[playerId]);
                 }
                 else{
                         playerPool.pause(idToStream[playerId]);
                 }
         }

         public void onDispose() {
                 playerPool.release();
         }
  }

  BTW
  the emulator managed to play sound using MediaPlayer, but I don't want
  to use a low level sound management.

  Tanks
  Yanir

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[android-developers] Re: Unable to install the app on emulator, I am getting Installation error: INSTALL_FAILED_INSUFFICIENT_STORAGE

2009-11-10 Thread Nightwolf
What's about your apk size?
Did you try to uninstall app?

On 11 ноя, 02:16, Shani shanithemon...@gmail.com wrote:
 did you ever figure this out? im having the same issue.

 On Oct 19, 2:35 am, manoj manojkumar.m...@gmail.com wrote:



  Hi all,

  I am trying to install an app on emulator.

  I am getting this error: Installation error:
  INSTALL_FAILED_INSUFFICIENT_STORAGE

  At very first time it worked well, and tried to install again from the
  eclipse.

  I dont know why I am getting this.

  Can any one help to get rid of this?

  Thanks,
  Manoj.

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[android-developers] Re: Please help me to choose Android Phones (For Android development)

2009-11-09 Thread Nightwolf
What's wrong with Samsung Galaxy in terms of 3D?

On 10 ноя, 08:17, SoftwareForMe.com SoftwareForMe.com
softwareforme@gmail.com wrote:
 Personally, I find all Android phones to be excellent for development.

 However, here are some things I would consider before deciding.

 Let's consider these devices:
 HTC G1
 HTC Magic
 HTC MyTouch
 HTC Hero
 HTC Eris
 Samsung Galaxy
 Samsung Moment
 Motorola Cliq
 Motorola Droid

 Given the choice of a device with or without a keyboard, I'd choose one with
 a keyboard. You can use the soft keyboard on a device with a hard keyboard,
 but not vice versa. This leave us with:

 HTC G1
 Samsung Moment
 Motorola Cliq
 Motorola Droid

 Next, I would make Android 2.0 a priority. The Multi-touch API, Bluetooth
 API and others are key to the near-term feature of mobile development.
 Nobody seems to know for sure, but it's unlikely the G1 will get 2.0, so I
 would probably not consider it unless you hear differently.

 Next, 3D UIs are getting more important, so I'd want a phone that has decent
 accelerated 3D hardware. This eliminates the Samsung Galaxy, but leaves all
 others.

 Last there is screen size. Most smartphones are HVGA now (320x480), but WVGA
 (800 or 854 x 480) will be the standard soon.

 So, the best choice depends on what you want to do. If you only want to
 cover the basics and don't mind skipping a few capabilities or API's, then
 the cheapest or most rugged might be the best choice.

 If you want the best device to prepare students for all aspects of Android
 and mobile development, there's really no choice but the Motorola Droid,
 because of it's:

 * WVGA screen
 * Terrific hardware accelerated OpenGL
 * Android 2.0
 * Hardware keyboard
 * Full set of sensors (has a proximity sensor)

 I hope this helps.

 Scott,
 SoftwareForMe.com

 On Mon, Nov 9, 2009 at 5:31 PM, Ash ashwin.disco...@gmail.com wrote:
  I'm new to android development. We need to buy around 20 phones for
  android development for our university. Please share your views and
  comments on the phone you think is good for Android development.

  Thank You

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[android-developers] Re: C++ Shared Library

2009-11-05 Thread Nightwolf
Do you use exactly this code?
There should be two underscore symbols.

#ifdef __cplusplus
extern C {
#endif

On 4 ноя, 13:47, zenoname zenonamem...@gmail.com wrote:
 Hello,

 I'm trying to create a simple project with the Android NDK.
 I created a jni library which is calling a function from a shared C*
 library.
 I make it work with a C library but as soon as I try with a C++
 library it crashes (when calling the c++ function)
 As many posts I read I suspect a name mangling problem but whatever I
 tried it doesn't change the problem

 Here is a summary of what I've done : I created a jni library linking
 two simple libs (jnilib my jni interface with java, libtoto.so my c
 library, libtotocpp.so my cpp lib). The c* libs simply export a
 function returning a int. If I call GetNumber() form the C lib no
 problem. If I call the GetNumberCPP() from my C++ lib it crashes

 Here are the code and compilation stuffs.

 If anyone could tell me what's wrong that would be very very cool :)

 Thanks.

 - jnilib.c (arm-eabi-gcc -shared jnilib.c -o libjnilib.so  libtoto.so
 libtotocpp.so -nostdlib -Bdynamic)
 Here if I don't call GetNumberCPP() all works

      #include toto.h
      #include toto.hpp

      #ifdef _cplusplus
      extern C
      {
      #endif
      jstring Java_amob_jnscapi_jnscapi_initserver  (JNIEnv* env,
 jobject thiz )
      {
              char version[50];
              sprintf(version,%d %d,GetNumberC(),GetNumberCPP());
              return (*env)-NewStringUTF(env, version);
      }
      #ifdef _cplusplus
      }

 - libtoto.so  (arm-eabi-gcc -shared toto.c -o libtoto.so -nostdlib -
 Bdynamic)

         #include toto.h
         int GetNumberC()
         {
             return 33;
         }

 - libtotocpp.so (arm-eabi-g++ -shared toto.cpp -o libtotocpp.so -
 nostdlib -Bdynamic)

      #include toto.hpp
      #ifdef _cplusplus
      extern C
     {
     #endif
     int GetNumberCPP()
     {
           return 56;
      }
     #ifdef _cplusplus
     }
     #endif

 - In my java class I tried to load all libs ...

                 System.loadLibrary(totocpp);
                 System.loadLibrary(toto);
                 System.loadLibrary(jnilib);

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[android-developers] Re: Android heap limit and resources

2009-11-03 Thread Nightwolf
You should try writing some test application with SoundPool. It's
possible that you'll run out of memory sooner than you expect. It
seems that SoundPool can't allocate more than 1 MB and uncompressed
audio reaches this limit pretty quick.

On 2 ноя, 17:09, renato.grottesi renato.grott...@gmail.com wrote:
 I'm an Android game developer and I need to ask you a couple of
 questions about Android heap limit.

 Does the 16 MB heap limitation also applies to OpenGL ES textures or
 SoundPool sound effects?
 Since they are managed by native code, is it correct to affirm that
 there is no problem in using more than 16 MB of RAM in app/game
 resources/assets?
 If it is possible right now, it is guarantee to be possible in the
 future?

 Thank you in advance for your reply,
 Renato.

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[android-developers] Re: ADC 2 rating

2009-10-26 Thread Nightwolf

I have no such statistics. According to Google blog the target was
about 100 ratings per application.

On Oct 26, 11:36 am, Omer Saatcioglu osaatcio...@gmail.com wrote:
 Hi,

 I submitted an app to ADC 2 and I had the chance to track user
 statistics over my server. As I observed that only 125 users used my
 app during the first round. This seemed to me a very low rate. What do
 you think? Does anybody has an statistic like this?

 Best Regards,
 Omer
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[android-developers] Re: Paint onTouch

2009-10-26 Thread Nightwolf

Try adding invalidate() in your translate() method instead of
this.draw(_myCanvas);.

On Oct 25, 2:37 pm, stephane.cast...@gmail.com
stephane.cast...@gmail.com wrote:
 Hi!
 I have a problem with one of my app. I try to make a paint application
 but nothing is draw on the screen (except the first circle which is
 draw on the launch).
 The log Cat seems to be correct and i get the right x/y coordinates. I
 think i do something wrong on the ondraw.

 do you see my problem?

 Thanks.

 this is my code :

 public class Main extends Activity {
     /** Called when the activity is first created. */

         private TableLayout myView;

     @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         Log.i(onCreate,  Start);
         setContentView(R.layout.main);
         myView= (TableLayout)findViewById(R.id.TableLayout01);
         myView.addView(new PaintView(this));
     }

 }

 public class PaintView extends View implements OnTouchListener {

         private float _x, _y;
         private int _taille;
         private Canvas _myCanvas;
         private Paint _paint = new Paint(Paint.ANTI_ALIAS_FLAG);
         public PaintView(Context context){
                 super(context);
                 Log.i(Info, _paintview Constructor 1);
                 //this.setFocusableInTouchMode(true);
                 _x=20;
                 _y=20;
                 _taille = 10;
                 _paint.setColor(Color.RED);
         }

         public PaintView(Context parent, float x, float y, int i) {
                 super(parent);
                 Log.i(Info, _paintview Constructor);
                 _x=x; _y=y; _taille = i;
                 _paint.setColor(Color.RED);

         }

         @Override
         protected void onDraw(Canvas canvas) {
                 Log.i(Info ,onDraw start);
                 try{
                         // make the entire canvas white
                         canvas.drawColor(Color.WHITE);

                         canvas.drawCircle(_x, _y, _taille, _paint);
                         super.onDraw(canvas);

                         Log.i(Info ,x=+_x+ y=+_y);
                         _myCanvas=canvas;
                 }
                 catch(Exception e)
                 {
                         Log.i(ERROR, onDraw :  + e.getMessage());
                 }
         }

         public void translate(float x, float y){
                 try{
                         _x=x;
                         _y=y;
                         this.draw(_myCanvas);
                 }
                 catch (Exception e){
                         Log.i(ERROR,  +e.getMessage());
                 }
         }

         @Override
         public boolean onTouchEvent(MotionEvent evt){
                 translate(evt.getX(), evt.getY());
                 return true;
         }

         @Override
         public boolean onTouch(View v, MotionEvent evt) {
                 translate(evt.getX(), evt.getY());
                 return false;
         }



 }
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[android-developers] Is it possible to access raw data of a bitmap (in order to try fade/blur effect)?

2009-10-21 Thread Nightwolf

I want to try some fade/blur effect like in winamp visualization plug-
ins.
getPixel/setPixel way is very slow and do not allow to achieve decent
frame rate. Direct access to pixels array could speed up processing.
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[android-developers] Re: Is it possible to access raw data of a bitmap (in order to try fade/blur effect)?

2009-10-21 Thread Nightwolf

Thank you Jason.

I was hoping it's possible with Java.
Do you use Direct Buffers to pass data from Java to C?
image.getPixels() probably creates a copy of actual image. And it also
seems as an area for improvements.


On Oct 21, 9:49 pm, Jason Proctor jason.android.li...@gmail.com
wrote:
 i implemented some full-screen fades and blurs for a recent project.
 doing it in Java resulted in, er, suboptimal performance, so i went
 native. i passed the results of image.getPixels() to the native
 function and did the transforms there. on the G1 and ADP, the
 performance was OK.

 I want to try some fade/blur effect like in winamp visualization plug-
 ins.
 getPixel/setPixel way is very slow and do not allow to achieve decent
 frame rate. Direct access to pixels array could speed up processing.

 --
 jason.vp.engineering.particle
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[android-developers] Re: Keep pressing screen slow down the app very much

2009-10-19 Thread Nightwolf

Try this solution

public boolean onTouchEvent(final MotionEvent event) {
try {
Thread.sleep(50);
} catch (final InterruptedException e) {
}
return super.onTouchEvent(event);
}

On Oct 19, 7:00 am, Eric Wang eric.wan...@gmail.com wrote:
 Hi all,

 I found that if I keep pressing the touch screen, the app will slow
 down very much. Both happened in my code and the sample app.

 The same issue happened to me on Windows Mobile, but not happened on
 Symbian. Anybody have some clew to fix it?
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[android-developers] Re: Android Sim Card Needed?

2009-10-03 Thread Nightwolf

You need a SIM card with data plan in order to tie your G1 to your
Google account. After that you can use your G1 without SIM card.

On Oct 3, 1:36 am, Thomas tbirchm...@usa.net wrote:
 I bought a used T-mobile G1 without a sim card for internet
 development.   For my purposes the wi-fi should provide enough
 internet capacity for testing as I don't care making phone calls or
 internet connection via cell service.  Like duh on my part, the G1
 will not go past the first menu to the apps screen without the sim
 card.  Any suggestions?
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[android-developers] Re: 3D Primitives in opengl ES (sphere)

2009-09-25 Thread Nightwolf

Take a look at demo apps from SDK. Some of them draw a cube. You need
to do similar thing to display a sphere. AFAIK there is no way to draw
3D sphere using some single command. You need to generate vertices,
put them in vertex buffer and call DrawArrays or DrawElements
function.

On Sep 25, 5:14 pm, androidDeveloper stepmas...@googlemail.com
wrote:
 Anyone know how to draw a 3D-sphere with OpenGL ES in android?

 Thanks!
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[android-developers] Re: drawing image in full screen on different device

2009-09-03 Thread Nightwolf

Image view with layout_width and layout_height set to fill_parent
should help.

On Sep 3, 1:14 pm, Honest honestsucc...@gmail.com wrote:
 Hello,

 My application required to draw image on full screen.  now the phone
 screen size will be different. So will i have to make different image
 for each phone or i can use just one image and it can display on full
 screen in any device.
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[android-developers] Re: Graphics

2009-09-02 Thread Nightwolf

Take a look at the examples from Android SDK - JetBoy, LunarLander,
Snake and APIDemos of course.

On Sep 2, 5:49 pm, Naresh Kumar naresh.andro...@gmail.com wrote:
 thank u sir

 On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA) 



 yusuf.s...@t-mobile.com wrote:

  Hello, there are several ways to do graphics in Android, but for
  starters I suggest you look at the Canvas class.

  Yusuf Saib
  Android
  ·T· · ·Mobile· stick together
  The views, opinions and statements in this email are those of the
  author solely in their individual capacity, and do not necessarily
  represent those of T-Mobile USA, Inc.

  On Sep 1, 5:30 am, Naresh naresh.andro...@gmail.com wrote:
   Hai Friends i am new to android
   i want to do some programs using graphics
   can anyone send me sample programs about graphics package
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[android-developers] Re: SurfaceView to slow for games? OpenGL necessary to do games?

2009-09-02 Thread Nightwolf

Another solution is to display regular view on top of the 3D view.

On Sep 2, 8:14 am, Robert Green rbgrn@gmail.com wrote:
 Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
 uploading that texture for each update.  It did work to upload the new
 texture every frame (score changing every tick) but it did have a
 slight impact on performance.  I ended up just updating every 10
 frames.  For my next game I'm going to add a utility that uploads an
 alphanumeric texture and stores letter sizes and coords, then draws a
 quad for each, like was suggested above.  It takes a little longer to
 build that but once you've got it, it will be the fastest solution for
 really dynamic stuff like scores that change very often or timers that
 count down with 100ths of a second or something like that.

 On Sep 1, 9:51 pm, David Minor davemi...@gmail.com wrote:



  I believe you can also draw text on a Canvas, and then use the
  underlying bitmap to create a texture.

  On Sep 1, 4:21 pm, Dan Sherman impact...@gmail.com wrote:

   Yeah, that's what we were looking into doing.  Was just hoping that there
   might be a nice framework I missed somehow :)

   Thanks man :)

   On Tue, Sep 1, 2009 at 3:10 PM, Phred phr...@gmail.com wrote:

Dan,I've yet to start messing with GL ES so this is coming from
Direct3D experience but the idea is the same.

What you can do is create a texture with all the letters of the
alphabet, numbers 0-9 and symbols. There are apps out there that will
create such a texture and an XML file that contains the texture co-
ords for each letter/number/symbol. This one would work as it exports
in PNG format which Android supports:
   http://www.angelcode.com/products/bmfont/

To draw the text you have render 1 quad for each alpha-numeric
character being drawn at the location on screen you want it drawn too.
So if your text is Hello then you will have to render 5 quads. Each
quad will contain the texture co-ords of the corresponding alpha-
numeric character in the texture.

I would create a vertex buffer object at start-up and make it large
enough to hold 256 characters. Your draw text function would then fill
out this buffer each frame update with the updated text location co-
ordinates then all you have to do is get OpenGL to render it. You will
want it rendered in orthographic projection mode and using screen
space co-ordinates... that is you don't want OpenGL to transform or
light those verticies for you. Again not sure of the GLES pipeline as
all my experience is Direct3D.

Make sense kinda kinda?

Fred

On Aug 24, 3:27 pm, Dan Sherman impact...@gmail.com wrote:
 We're having the same issues in some of our games.  Unfortunately 
 running
 into issues drawing dynamic text in OpenGL, any chance you'd care to
share
 your solution for that? (if you have one that is)

 - Dan

 On Mon, Aug 24, 2009 at 2:39 PM, TjerkW tje...@gmail.com wrote:

  The SpriteMethodTest application shows the benefits of opengl,
  the main benefit is:

  If you have a lot of sprites / a lot of things happening at the same
  time it is better to use opengl.
  I am porting my game to opengl now. It was too slow on only the 
  Canvas
  (30+ things moving at the same time)

  On 22 jul, 12:45, MrChaz mrchazmob...@googlemail.com wrote:
   The SurfaceView is fine for games, at least simple ones.
   Have a look at the LunarLander sample.

  http://developer.android.com/guide/samples/LunarLander/index.html

   On Jul 21, 9:33 pm, klirr haskell...@gmail.com wrote:

I use SurfaceView for my game, tried normal View first but that 
was
to
slow.
Problem is, it still is. The redrawing just isn't anywhere fast
enough
for a game. So unless it is a lot faster on the real phone this
won't
cut it at all.
Is it necessary to use OpenGL for games?

package com.android.shmup;

import android.app.Activity;
import android.content.Context;
import android.graphics.*;
import android.os.Bundle;
import android.view.View;
import android.view.KeyEvent;

public class Shmup extends Activity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(new GameView(this));
    }

    private static class GameView extends View {
        private Paint mPaint = new Paint();
        private int x;
        private int y;

        public GameView(Context context) {
            super(context);
            x = 135;
            y = 303;
            setFocusable(true);
            requestFocus();
        }

        @Override
        

[android-developers] Re: glGenTextures returning 0

2009-08-30 Thread Nightwolf

I don't know why you are getting 0. But onSurfaceChanged is good place
to create textures. Placing texture creation/loading code inside of
onDrawFrame is bad idea.

On Aug 30, 12:24 pm, deki dcec...@gmail.com wrote:
 I am calling glGenTextures inside onDrawFrame and I am always getting
 0.

 Calling glGenTextures in onSurfaceCreated works fine.

 What's the problem?

 Thanks
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[android-developers] Re: OpenGL - Threading Texture Loading

2009-08-27 Thread Nightwolf

If the problem is with glGenTextures then why not to generate texture
ids pool beforehand?

On Aug 27, 8:59 am, Dan Sherman impact...@gmail.com wrote:
 I'm converting an app I've written from Canvas to OpenGL, and not having too
 hard of a time yet.

 However, I've run into one snag that I can't seem to get around.  My old app
 was threading image loads, because there are a ton of them, however, it
 looks like the OpenGL implementation protects itself to a single thread.  I
 have a basic loadBitmap() function as follows:
     protected static void loadBitmap(GLSprite sprite, int resourceId) {
         int textureName = -1;
         if (mContext != null  mGl != null) {
             mGl.glGenTextures(1, mTextureNameWorkspace, 0);

             textureName = mTextureNameWorkspace[0];
             mGl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);

             mGl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
             mGl.glTexParameterf(GL10.GL_TEXTURE_2D,
 GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

             mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
 GL10.GL_CLAMP_TO_EDGE);
             mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
 GL10.GL_CLAMP_TO_EDGE);

             mGl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
 GL10.GL_REPLACE);

             Bitmap bitmap = BitmapFactory.decodeResource(r, resourceId);

             GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

             mCropWorkspace[0] = 0;
             mCropWorkspace[1] = bitmap.getHeight();
             mCropWorkspace[2] = bitmap.getWidth();
             mCropWorkspace[3] = -bitmap.getHeight();

             sprite.setTextureName(textureName);
             sprite.setSize(bitmap.getWidth(), bitmap.getHeight());

             bitmap.recycle();

             ((GL11) mGl).glTexParameteriv(GL10.GL_TEXTURE_2D,
 GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

             int error = mGl.glGetError();
             if (error != GL10.GL_NO_ERROR) {
                 // Logging
             }
         }

 This is based heavily off of the SpriteMethodTest in apps-for-android.  If I
 make a call to this function from the thread that mGl was created from,
 everything goes fine.  However, if I thread the calls to this function, the
 calls to glGenTextures() fail with a varying error code (changes with each
 run).  I haven't been able to find any information regarding how to deal
 with this...

 Any help?
 Thanks
 - Dan
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[android-developers] Re: SurfaceView behavior - what gives?

2009-08-10 Thread Nightwolf

You should redraw the whole canvas. It's possible to lock only part of
the canvas though. SurfaceView is intended for game applications that
refresh their screen very often.

On Aug 10, 7:59 am, SChaser crotalistig...@gmail.com wrote:
 I wrote a little test program that has a custom SurfaceView class and
 some buttons to let me cause various operations on them (draw bitmap
 over all of it - white or black, draw a circle on it, draw blue bitmap
 and circle).

 In each case, the drawing is done on a canvas obtained with
 getHolder.lockCanvas().

 If I draw the white background in one op, then draw the red circle,
 the background vanishes. If I draw the red circle again, the white
 background re-appears behind it.

 Other operations have similar results - it's as if there is a toggle
 on the background pixels (those untouched by the circle drawing) -
 draw the circle once - get one background, draw it again, get
 another.

 Obviously I don't understand the semantics of SurfaceView.

 Any pointers?
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[android-developers] Re: OpenGL leaking garbage

2009-07-31 Thread Nightwolf

I think things aren't that bad. Take a look at Armadillo Roll.
Checking DDMS showed that GC was't invoked during watching demo flyby
and playing the game for 3-4 minutes.

On Jul 29, 12:57 pm, Paul Thomas
dr.paul.thomas.android.st...@googlemail.com wrote:
 Thanks for your helpful comments, everybody.

 2009/7/28 smartpixgames smartpix.ga...@gmail.com:

  In general, it's very frustrating that we have a good hardware useful
  for gaming, but a bad realization of very critical things for
  3D-gaming and now it's almost impossible to develop quality 3D-games
  for Android...

 Yes, agree completely.  The hardware is quite fast, and we want to
 encourage everybody to program in Java for cross-platform
 compatibility.

 I think there needs to be a fast rendering path on OpenGL ES 1.0
 without needing extensions as support for 1.1 is not guaranteed.
 Seems clear that gl.glVertexPointer / gl.glDrawElements must be fast
 as this is the obvious combination that anybody will try first.

 Could somebody at Google bump the priority of this a bit?  It looks as
 though that patch might still need work according to the code reviews.

 Thanks

 Paul.
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[android-developers] Re: SurfaceView speed optimization suggestions (or just kick it up to openGL)?

2009-07-26 Thread Nightwolf

You mentioned onFling. Do you use touch controls? May be you should
employ workaround with calling sleep because without that touch and
trackball events create huge cpu load.

On Jul 23, 11:26 pm, Jason Van Anden jason.van.an...@gmail.com
wrote:
 It is not b/c of the GC.  Garbage does accumulate ... but I am triggering
 the GC to clear after the easing finishes.

 Jason



 On Thu, Jul 23, 2009 at 2:58 PM, MrChaz mrchazmob...@googlemail.com wrote:

  Are your hiccups being caused by the GC firing?  A quick look at
  Logcat should tell you if it is.

  On Jul 23, 2:16 pm, Jason Van Anden jason.van.an...@gmail.com wrote:
   I am trying to optimize my graphics app.  I have read the best practices
  and
   have employed these and they have helped but, I am still getting hiccups.
   I
   get the hiccups when more of the screen is drawn upon.  I am looking for
   either strategies on how to speed things up or a convincing that
  employing
   openGL is the best solution.

   My app draws graphics directly on a SurfaceView.  My workspace is larger
   than the screen. I am using translate.  My draw loop determines time
  passed
   between draws and adjusts update calls accordingly.  More updates are
   required in subsequent passes when more of the screen area is drawn upon
  (in
   other words, a big circle the diameter of the screen width will take
  longer
   than a small circle 1/10 of the screen width).

   It seems to me that the graphics processor is the bottleneck (no?).

   I have an easing routine when the app scrolls (triggered via onFling ...
   kind of like the way lists work but in 2D).  This speed issue is most
   visually apparent here.

   If openGL is the solution, I can put this aside for now and upgrade later
   when I have time to ramp up on openGL.  If there are other solutions, I
   would like to hear them.  One thought I have is to draw to a bitmap
  before
   engaging my scrolling/easing and move the bitmap instead of adjusting the
   graphics.

   Feedback super appreciated.

   Thank You,
   Jason Van Andenhttp://www.smileproject.com
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[android-developers] Re: Drawing a dotted line

2009-07-25 Thread Nightwolf

Everything you need is in PathEffects.java of API Demos.
mPaint.setPathEffect( new DashPathEffect(new float[] { 15, 5, 8, 5 },
phase) );

On Jul 18, 3:00 pm, karthikr karthik.scintill...@gmail.com wrote:
 I had a look at the demos but i am not able to find out as to how to
 draw a dotted rectangle.

 Can someone help me out with some example?

 On Jul 17, 8:57 pm, Peli peli0...@googlemail.com wrote:



  Have you looked into the API demos? There are a couple of examples of
  lines with various patterns.

  Peliwww.openintents.org

  On Jul 17, 5:49 pm, karthikr karthik.scintill...@gmail.com wrote:

   Hi Guys,

   How do i draw a dotted rectangle on a bitmape.

   Currently i use the following code, to draw a rectangle, but i want
   the line to be a dotted one.

   Can someone help me out...

   Paint mPaint = new Paint();
   mPath.addRect(left, top, right, bottom, Direction.CCW);
   mPaint.setAntiAlias(true);
   mPaint.setDither(true);
   mPaint.setColor(Color.GRAY);
   mPaint.setStrokeWidth(1);
   mCanvas.drawPath(mPath, mPaint);

   Regards,
   R.Karthik- Hide quoted text -

  - Show quoted text -
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[android-developers] Re: How can I create this type of Rectangle??

2009-07-25 Thread Nightwolf

One solution is to create a path and add lines to it to form a
rectangle you need. Another way is to rotate canvas itself.

On Jul 25, 1:44 pm, Saurav Mukherjee to.saurav.mukher...@gmail.com
wrote:
 by a diagonal rectangle, do u mean a parallelogram?

 On Sat, Jul 25, 2009 at 12:40 PM, sagar.indianic
 sagar.india...@gmail.comwrote:





  Hi all,

  I have got a problem. How can i create the following rectangle by
  using Rect class??

        __
      __
    __
   __

  I mean Diagonal Rectangle. Is it possible through Rect class?? if not
  then any other way??
  plz help..its urgent!!
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[android-developers] Re: Mipmap Generation

2009-07-24 Thread Nightwolf

In texture loading function please try the following

gl.glGenTextures(1, texID, 0);

gl.glBindTexture(GL10.GL_TEXTURE_2D, texID[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR_MIPMAP_LINEAR);

On Jul 15, 12:08 am, Mike mmille...@gmail.com wrote:
 Well I've come up with a solution, but I'd still like to hear from
 others if you have a better way of doing it.

 private int loadTexture(GL10 gl, Bitmap bmp)
 {
         int level = 0;
         int size = bmp.getHeight();

         int[] textures = new int[1];
         gl.glGenTextures(1, textures, 0);
         int textureId = textures[0];

         gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);

         while(size = 1)
         {
                 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, level, bmp, 0);

                 if(size == 1)
                         break;

                 level++;
                 size /= 2;
                 Bitmap bmp2 = Bitmap.createScaledBitmap(bmp, size, size, 
 true);
                 bmp.recycle();
                 bmp = bmp2;
         }

         return textureId;

 }

 On Jul 14, 9:20 am, Mike mmille...@gmail.com wrote:



  I've created a simple heightmap renderer for Android, and am at the
  point where I'd like to apply textures to the terrain. I've had
  success with applying a simple texture but there is an unbearable
  amount of texture aliasing visible, I guess because there are no
  mipmaps for the texture. I could not find any way of automatically
  generating mipmaps as all the usual OpenGL methods seem to be
  unsupported.

  Have any of you figured out how to generate mipmaps on Android? Do we
  need to write our own implementation to to it?

  Thanks,
  Mike
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[android-developers] Re: Why is my animation leaving a trail?

2009-07-06 Thread Nightwolf

Do you have sample project to reproduce issue or may be screenshot
with a trail?

On Jun 19, 3:41 am, HeyChinaski tompo...@googlemail.com wrote:
 I'm animating a an ImageView from the right to the left of the screen
 using a translate animation. The ImageView is place inside a
 RelativeLayout over the top of my main layout using FrameLayout.

 When I run the animation on the emulator everything works pretty well
 but when I use run it on my G1 it leaves visual artifacts behind and
 effects the rendering of the text component behind it.

 Is this a performance issue and I'm being too ambitious or is it a bug
 I can overcome?

 If it is a performance issue is there anything I can do to improve
 things?
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[android-developers] Re: Where to put local file on the phone

2009-07-02 Thread Nightwolf

If you only need to assign some background to you ImageView you should
use resources instead.
http://developer.android.com/guide/topics/resources/resources-i18n.html

On Jul 2, 1:02 pm, qLabs quentin.font...@gmail.com wrote:
 okey so i found a solution

 here is it

 is = SharedData.context.getAssets().open(myFile);
 Bitmap bitmap=BitmapFactory.decodeStream(is);

 and after that i set my ImaveView sith setImageBitmap(bitmap).

 thanks u alot nightwolf

 Cheers

 On Jul 2, 10:28 am, qLabs quentin.font...@gmail.com wrote:



  First, thanks for replying.

  So since my asset directory did'nt exist, i created it and i placed 4
  folders in it, each one containing files.
  My goal is to set up image (the contained files) on ImageView object
  from a xml parser.
  So with the InputStream i don't know how to use it, i mean the only
  methods ive got from an ImageView are setImageDrawable(from
  ressources) or setImagebitmap...
  I might be dump but i have no clue how to use this InputStream for
  setup image to my ImageViews.

  Cheers

  On Jul 2, 6:39 am, Nightwolf mikh...@gmail.com wrote:

   It's possible to store files to assets directory of your Android
   project and access them like this

   final InputStream is = context.getAssets().open(myfile.txt);

   Asset files like resource files are included into application package
   and you only need to install apk as usual.
   For other approaches please check MediaPlayerDemo from APIDemos.
   Confusing moment (for me) is that path to sd card should be started
   with /sdcard/ (sorry, don't remember which slash is correct).
   And remember that file name is case sensitive.

   On Jul 1, 4:43 pm, qLabs quentin.font...@gmail.com wrote:

Hello,

Im trying to read some local files, and ive been reading a lot of
stuff about it, but i still don't know where to store the files on my
phone and how to get the right path.
Some say, it should be stored on /data/data/your.package.here/files
but where is that, i mean i can get there when using the emulator but
i have no clue how to put files in this on a real device.

Cheers,

qLabs
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[android-developers] Re: Where to put local file on the phone

2009-07-01 Thread Nightwolf

It's possible to store files to assets directory of your Android
project and access them like this

final InputStream is = context.getAssets().open(myfile.txt);

Asset files like resource files are included into application package
and you only need to install apk as usual.
For other approaches please check MediaPlayerDemo from APIDemos.
Confusing moment (for me) is that path to sd card should be started
with /sdcard/ (sorry, don't remember which slash is correct).
And remember that file name is case sensitive.

On Jul 1, 4:43 pm, qLabs quentin.font...@gmail.com wrote:
 Hello,

 Im trying to read some local files, and ive been reading a lot of
 stuff about it, but i still don't know where to store the files on my
 phone and how to get the right path.
 Some say, it should be stored on /data/data/your.package.here/files
 but where is that, i mean i can get there when using the emulator but
 i have no clue how to put files in this on a real device.

 Cheers,

 qLabs
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[android-developers] Re: weird drawing on bitmap to canvas

2009-06-25 Thread Nightwolf

Try using the following:

Rect bounds = new Rect();
mFontPaint.getTextBounds(mText, 0, mText.length(), bounds);
mCanvasBitmap.drawText(mText, 0, bounds.height(), mFontPaint);

On Jun 25, 1:20 am, sleith raysle...@gmail.com wrote:
 thx for reply
 did u mean font's paint?
 i believe it's not that the font is cannot be drawn.
 i think it's the position of the position 0,0 of the bitmap is not
 really 0,0 (it's out of bounds)
 because when i move the position of bitmap (bitmap.translate) with
 some x and y, i could see the text and text background is drawn.

 On Jun 24, 11:22 pm, MrChaz mrchazmob...@googlemail.com wrote:



  setTextSize() and setStyle() need to be called on the Paint object I
  think.

  On Jun 23, 4:37 pm, sleith raysle...@gmail.com wrote:

   hi, i'm trying to draw bitmap in canvas.
   the bitmap is used to draw text and background using canvas (named
   canvasBitmap)
   but the text or background that are drown to bitmap is not displayed,
   as if it's out of bounds.
   i have to translate the canvasBitmap at some points to make it draw at
   right position.
   The problem is i don't know how many pixel i should translate to.

   here's the code example:

   public OnDraw(Canvas c){

     Paint mBackgroundPaint = new Paint();
     mBackgroundPaint.setColor(Color.RED);

     String mText = Testing;

     Paint mFontPaint = new Paint();
     mFontPaint.setColor(Color.WHITE);

     //setting rect
     Rect mBackgroundRect = new Rect();
     mFontPaint.getTextBounds(mText, 0, mText.length(), mBackgroundRect);

     //the bitmap to be drawn a text and backgroundRect
     Bitmap mBitmap = Bitmap.createBitmap(mBackgroundRect.width(),
                                   mBackgroundRect.height(), 
   Bitmap.Config.ARGB_);
     Canvas mCanvasBitmap = new Canvas(mBitmap);

     //draw text and background to bitmap
     mCanvasBitmap.drawColor(Color.CYAN);
     mCanvasBitmap.drawRect(mBackgroundRect, mBackgroundPaint);
     mCanvasBitmap.drawText(mText, 0, 0, mFontPaint);

     //draw bitmap to canvas
     c.drawBitmap(mBitmap, 0, 0, null);

   }

   this will only drawn Cyan color, the text and red background is not
   displayed
   i have to translate for example :
   mCanvasBitmap.translate(0, mBackgroundRect.height())

   to make it displayed (but not 100% correctly position)
   please help .
   thx
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[android-developers] Re: vertice coodinates of Kube

2009-06-18 Thread Nightwolf

It seems that you already know more than me on this subject.
May be there is a sense to use simple approach.
Treat cube as a circle and test whether touch point is in that circle
or not. Of course it's less accurate and you need to define cube
center somehow.


On Jun 18, 12:21 pm, quill quill...@163.com wrote:
 Thank you Nightwolf.
 I want to choose the Kube when I touch on the Kube face in order to
 rotate Kube.
 My idea is:
 1. to get vertices of Kube to compose a polygon(2D);
 2. judge if the touch point locates in the polygon;
 As you said, the cube coordinates is not modified, so I use
 gluunproject() to change touch point coordinates(x, y, 0) in order to
 map window coordinates to object coordinates, and then I judged if the
 new touch point coordinates locates in the polygon. Am I on the right
 way?

 On Jun 18, 11:59 am, Nightwolf mikh...@gmail.com wrote:



  Cube coordinates are stored in vertices array in Cube.java.
  Rotating effect is achieved via model view matrix modification
  (glTranslate and glRotate commands). Original vertex data isn't
  modified.

  On Jun 17, 8:30 pm, quill quill...@163.com wrote:

   Hi all,
   I'm modifying Kube(api demo) to a game, does anyone who know how to
   get the vertice coodinates of Kube? From the source code in api demo,
   I think GLWorld.mVertexBuffer may save the vertice coodinates after
   rotate the Kube, but I was wrong, the infomation in mVertexBuffer
   always remains the same.- Hide quoted text -

  - Show quoted text -
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[android-developers] Re: vertice coodinates of Kube

2009-06-17 Thread Nightwolf

Cube coordinates are stored in vertices array in Cube.java.
Rotating effect is achieved via model view matrix modification
(glTranslate and glRotate commands). Original vertex data isn't
modified.

On Jun 17, 8:30 pm, quill quill...@163.com wrote:
 Hi all,
 I'm modifying Kube(api demo) to a game, does anyone who know how to
 get the vertice coodinates of Kube? From the source code in api demo,
 I think GLWorld.mVertexBuffer may save the vertice coodinates after
 rotate the Kube, but I was wrong, the infomation in mVertexBuffer
 always remains the same.
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[android-developers] Re: 2D Double Buffering in Android 1.5 (with Canvas?)

2009-06-11 Thread Nightwolf

It's possible that the flickering you see is caused by slow lcd
display. For example patterns from API demos looks really ugly in
motion because of that.

On Jun 11, 7:26 pm, Avatar Ng ngchee...@gmail.com wrote:
 By the way ... here's my working project (yes not tune yet, very slow
 even my demo).
 Any criticism or ideas were welcome ...

 http://hexagonm.blogspot.com/

 Will try to post some of my game story and idea until I have the
 time ...
 I had these whole thing sketch down long before Android arrived ...
 It's time to bring it live now XD

 Regards,
 Avatar Ng
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[android-developers] Re: How to draw a circle ?

2009-06-09 Thread Nightwolf

Try using something like this:

package game.balance;

import android.app.Activity;
import android.os.Bundle;

public class Balance extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new Ball(this, 10, 10, 30));
}
}

package game.balance;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.view.View;

public class Ball extends View {
private final float x;
private final float y;
private final int r;
private final Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);

public Ball(Context context, float x, float y, int r) {
super(context);
mPaint.setColor(0x);
this.x = x;
this.y = y;
this.r = r;
}

@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(x, y, r, mPaint);
}
}

On Jun 9, 7:24 pm, patpat patrickzheng1...@hotmail.com wrote:
 I am new and here is my code.. when i ran it ...there was nothing...i
 expected there should be a circle appear..
 can anyone tell me why??

 package game.balance;

 import android.app.Activity;
 import android.os.Bundle;
 import android.view.ViewGroup.LayoutParams;
 import android.widget.LinearLayout;

 public class theGame extends Activity {
     /** Called when the activity is first created. */
     @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         LinearLayout mLinearLayout = new LinearLayout(this);
         Ball mBall = new Ball(this,10,10,30);
         setContentView(mLinearLayout);
     }

 }

 package game.balance;

 import android.content.Context;
 import android.graphics.Canvas;
 import android.graphics.Paint;
 import android.view.View;

 public class Ball extends View{

                 public Ball(Context context,float x,float y,int r) {
                 super(context);
                 // TODO Auto-generated constructor stub
                 Paint mPaint = new Paint();
                 mPaint.setColor(0xFF);
                 Canvas mCanvas = new Canvas();
                 mCanvas.drawCircle(x,y,r,mPaint);

                 }



 }
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