[android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-05 Thread pad
Hi,
I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
out if the problem is my code or of this device!!

ON ALL OTHER PHONES IT WORKS GREAT!!

I'm Using ONLY OpenGL 1.0.

The problem is that with the code below my game cannot draw the object
that need rotation (the objects are not visualized on the screen).
Objects with no rotation (angle = 0.0) are drawn perfectly.

ONLY on samsung galaxy s2 the rotated images are not visualized on the
screen. There is some bug in SG2 that i have to take in cosideration
or some specific initialization?

Can you help me???

Thank you in advance

public static void drawBitmap(final GL10 gl, final float x, final
float y,
 final float rotate_x, final float rotate_y, final MyImage m,
final float angle) {

  // Draw using verts or VBO verts.
  gl.glPushMatrix();
  // gl.glLoadIdentity();

  final int indexPerTile = TextureManager.INDEX_PER_TILE;
  final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
* TextureManager.TILE_PER_ROW;

  if (angle == 0.0f) {

gl.glTranslatef(x, y, 0f);
gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile);// the
code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1 || 
m.green != 1) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }

  } else {

 final float xt = rotate_x;
 final float yt = rotate_y;
 gl.glTranslatef(xt, yt, 0f);
 gl.glRotatef(-angle, 0f, 0f, 1.0f);
 gl.glTranslatef(-xt + x, -yt + y, 0f);
 gl.glScalef(m.scaleWidth, m.scaleHeight, 1);

 m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
1) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }
  }

  gl.glPopMatrix();
   }


   public void drawStrip(final GL10 gl, final boolean useTexture,
final int startIndex,
 final int indexCount) {
  int count = indexCount;
  if (startIndex + indexCount >= this.mIndexCount) {
 count = this.mIndexCount - startIndex;
  }

  gl.glDrawElements(GL10.GL_TRIANGLES, count,
GL10.GL_UNSIGNED_SHORT,
   this.mIndexBuffer.position(startIndex));

   }

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Re: [android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-11-16 Thread Marcin Mikosik
I've finally got access to Samsung Galaxy s2 GT-i9100 android ver: 2.3.3 (I
also update it to 2.3.5 but problem remained) so can share what I've found:

In my code I draw textures using openg 1.0 in two ways:
- using one glDrawArrays(GL_TRIANGLE_FAN, ...) call for each texture that
is rotated
- using one glDrawTexfOES(...) call for each textures that is not rotated

Experiments showed that usecase that causes problems is when:
* glDrawArrays is used between call to glDrawTexfOES and next call to
eglSwapBuffers(). Such glDrawArrays() call instead of rendering texture
will render rectangle using one color/alpha which will be taken from corner
of texture. If you have texture that has transcluent border (alpha = 0)
then whole rectangle will be invisible, if texture is opaque then rendered
rectangle will be visible and will be drawn using exactly one color.

Digging into details showed that call to glDrawTexfOES() corrupts texture
coordinates array (I set it using glTexCoordPointer() once for the whole
life of opengl context). I use the same texture coordinates for all
textures so there's no need to change once it is set. If I add call
to glTexCoordPointer() before each call to glDrawArrays then everything is
drawn correctly.

Possible workarounds - use cases that work correctly (everything is
rendered properly)
* use only glDrawArrays for rendering textures
* between calls to eglSwapBuffers() sort your calls so all glDrawArrays()
goes first, and glDrawTexfOES() later
* call glTexCoordPointer() before each call to glDrawArrays() that
succeeds glDrawTexfOES()

I'm not opengl expert but it looks like bug in this opengl implementation.
Let me know if I'm wrong.

marcin

On Fri, Sep 9, 2011 at 4:31 PM, Marcin Mikosik wrote:

> Hi,
> I have the same problem reported by one user of my game (for Galaxy S2).
> Textures that are rotated are either completely invisible or rendered
> incorrectly.
>
> I use opengl 1.0, without VBO and without mipmapping.
> As I do not have access to galaxy S2 I would be grateful if you post your
> solution once you find it.
>
> thanks
> marcin
>
> On Tue, Sep 6, 2011 at 1:03 AM, emanuele padula wrote:
>
>> Thank you Christopher. I'll do some test regarding the mipmapping, but
>> i'm not sure that it will work. Thank you for you suggestion.
>>
>>
>> 2011/9/5 Christopher Van Kirk 
>>
>>> I'm seeing a similar problem on that device, but I haven't spent any
>>> time looking for an answer yet. I see that you're using VBOs...I've read
>>> somewhere that some devices have trouble with them but I don't know if it's
>>> true or which devices might be affected. I also know that in my case I'm
>>> also using VBOs, but I'm not rotating the texture, I'm stretching it
>>> without a mipmap, and it's a JPEG.
>>>
>>> Sorry couldn't be more help.
>>>
>>>
>>> On 9/5/2011 10:15 PM, pad wrote:
>>>
 Hi,
 I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
 out if the problem is my code or of this device!!

 ON ALL OTHER PHONES IT WORKS GREAT!!

 I'm Using ONLY OpenGL 1.0.

 The problem is that with the code below my game cannot draw the object
 that need rotation (the objects are not visualized on the screen).
 Objects with no rotation (angle = 0.0) are drawn perfectly.

 ONLY on samsung galaxy s2 the rotated images are not visualized on the
 screen. There is some bug in SG2 that i have to take in cosideration
 or some specific initialization?

 Can you help me???

 Thank you in advance

 public static void drawBitmap(final GL10 gl, final float x, final
 float y,
  final float rotate_x, final float rotate_y, final MyImage m,
 final float angle) {

   // Draw using verts or VBO verts.
   gl.glPushMatrix();
   // gl.glLoadIdentity();

   final int indexPerTile = TextureManager.INDEX_PER_TILE;
   final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
 * TextureManager.TILE_PER_ROW;

   if (angle == 0.0f) {

gl.glTranslatef(x, y, 0f);
gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
m.fx.grid.drawStrip(gl, true, indexRow,
 indexPerTile);// the
 code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1
 || m.green != 1) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }

   } else {

  final float xt = rotate_x;
  final float yt = rotate_y;
  gl.glTranslatef(xt, yt, 0f);
  gl.glRotatef(-angle, 0f, 0f, 1.0f);
  gl.glTranslatef(-xt + x, -yt + y, 0f);
  gl.glScalef(m.scaleWidth, m.scaleHeight, 1);

  m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
 code of this method is below

  if (m.a

Re: [android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-05 Thread Christopher Van Kirk
I'm seeing a similar problem on that device, but I haven't spent any 
time looking for an answer yet. I see that you're using VBOs...I've read 
somewhere that some devices have trouble with them but I don't know if 
it's true or which devices might be affected. I also know that in my 
case I'm also using VBOs, but I'm not rotating the texture, I'm 
stretching it without a mipmap, and it's a JPEG.


Sorry couldn't be more help.

On 9/5/2011 10:15 PM, pad wrote:

Hi,
I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
out if the problem is my code or of this device!!

ON ALL OTHER PHONES IT WORKS GREAT!!

I'm Using ONLY OpenGL 1.0.

The problem is that with the code below my game cannot draw the object
that need rotation (the objects are not visualized on the screen).
Objects with no rotation (angle = 0.0) are drawn perfectly.

ONLY on samsung galaxy s2 the rotated images are not visualized on the
screen. There is some bug in SG2 that i have to take in cosideration
or some specific initialization?

Can you help me???

Thank you in advance

public static void drawBitmap(final GL10 gl, final float x, final
float y,
  final float rotate_x, final float rotate_y, final MyImage m,
final float angle) {

   // Draw using verts or VBO verts.
   gl.glPushMatrix();
   // gl.glLoadIdentity();

   final int indexPerTile = TextureManager.INDEX_PER_TILE;
   final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
 * TextureManager.TILE_PER_ROW;

   if (angle == 0.0f) {

gl.glTranslatef(x, y, 0f);
gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile);// the
code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1 || 
m.green != 1) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }

   } else {

  final float xt = rotate_x;
  final float yt = rotate_y;
  gl.glTranslatef(xt, yt, 0f);
  gl.glRotatef(-angle, 0f, 0f, 1.0f);
  gl.glTranslatef(-xt + x, -yt + y, 0f);
  gl.glScalef(m.scaleWidth, m.scaleHeight, 1);

  m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
code of this method is below

  if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
1) {
 gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  }
   }

   gl.glPopMatrix();
}


public void drawStrip(final GL10 gl, final boolean useTexture,
final int startIndex,
  final int indexCount) {
   int count = indexCount;
   if (startIndex + indexCount>= this.mIndexCount) {
  count = this.mIndexCount - startIndex;
   }

   gl.glDrawElements(GL10.GL_TRIANGLES, count,
GL10.GL_UNSIGNED_SHORT,
this.mIndexBuffer.position(startIndex));

}



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Re: [android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-05 Thread emanuele padula
Thank you Christopher. I'll do some test regarding the mipmapping, but i'm
not sure that it will work. Thank you for you suggestion.

2011/9/5 Christopher Van Kirk 

> I'm seeing a similar problem on that device, but I haven't spent any time
> looking for an answer yet. I see that you're using VBOs...I've read
> somewhere that some devices have trouble with them but I don't know if it's
> true or which devices might be affected. I also know that in my case I'm
> also using VBOs, but I'm not rotating the texture, I'm stretching it without
> a mipmap, and it's a JPEG.
>
> Sorry couldn't be more help.
>
>
> On 9/5/2011 10:15 PM, pad wrote:
>
>> Hi,
>> I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
>> out if the problem is my code or of this device!!
>>
>> ON ALL OTHER PHONES IT WORKS GREAT!!
>>
>> I'm Using ONLY OpenGL 1.0.
>>
>> The problem is that with the code below my game cannot draw the object
>> that need rotation (the objects are not visualized on the screen).
>> Objects with no rotation (angle = 0.0) are drawn perfectly.
>>
>> ONLY on samsung galaxy s2 the rotated images are not visualized on the
>> screen. There is some bug in SG2 that i have to take in cosideration
>> or some specific initialization?
>>
>> Can you help me???
>>
>> Thank you in advance
>>
>> public static void drawBitmap(final GL10 gl, final float x, final
>> float y,
>>  final float rotate_x, final float rotate_y, final MyImage m,
>> final float angle) {
>>
>>   // Draw using verts or VBO verts.
>>   gl.glPushMatrix();
>>   // gl.glLoadIdentity();
>>
>>   final int indexPerTile = TextureManager.INDEX_PER_TILE;
>>   final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
>> * TextureManager.TILE_PER_ROW;
>>
>>   if (angle == 0.0f) {
>>
>>gl.glTranslatef(x, y, 0f);
>>gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>m.fx.grid.drawStrip(gl, true, indexRow,
>> indexPerTile);// the
>> code of this method is below
>>
>> if (m.alpha != 1 || m.red != 1 || m.blue != 1 ||
>> m.green != 1) {
>>gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>> }
>>
>>   } else {
>>
>>  final float xt = rotate_x;
>>  final float yt = rotate_y;
>>  gl.glTranslatef(xt, yt, 0f);
>>  gl.glRotatef(-angle, 0f, 0f, 1.0f);
>>  gl.glTranslatef(-xt + x, -yt + y, 0f);
>>  gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>
>>  m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
>> code of this method is below
>>
>>  if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
>> 1) {
>> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>>  }
>>   }
>>
>>   gl.glPopMatrix();
>>}
>>
>>
>>public void drawStrip(final GL10 gl, final boolean useTexture,
>> final int startIndex,
>>  final int indexCount) {
>>   int count = indexCount;
>>   if (startIndex + indexCount>= this.mIndexCount) {
>>  count = this.mIndexCount - startIndex;
>>   }
>>
>>   gl.glDrawElements(GL10.GL_**TRIANGLES, count,
>> GL10.GL_UNSIGNED_SHORT,
>>this.mIndexBuffer.position(**startIndex));
>>
>>}
>>
>>
>

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Re: [android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-09 Thread Marcin Mikosik
Hi,
I have the same problem reported by one user of my game (for Galaxy S2).
Textures that are rotated are either completely invisible or rendered
incorrectly.

I use opengl 1.0, without VBO and without mipmapping.
As I do not have access to galaxy S2 I would be grateful if you post your
solution once you find it.

thanks
marcin

On Tue, Sep 6, 2011 at 1:03 AM, emanuele padula  wrote:

> Thank you Christopher. I'll do some test regarding the mipmapping, but i'm
> not sure that it will work. Thank you for you suggestion.
>
>
> 2011/9/5 Christopher Van Kirk 
>
>> I'm seeing a similar problem on that device, but I haven't spent any time
>> looking for an answer yet. I see that you're using VBOs...I've read
>> somewhere that some devices have trouble with them but I don't know if it's
>> true or which devices might be affected. I also know that in my case I'm
>> also using VBOs, but I'm not rotating the texture, I'm stretching it without
>> a mipmap, and it's a JPEG.
>>
>> Sorry couldn't be more help.
>>
>>
>> On 9/5/2011 10:15 PM, pad wrote:
>>
>>> Hi,
>>> I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
>>> out if the problem is my code or of this device!!
>>>
>>> ON ALL OTHER PHONES IT WORKS GREAT!!
>>>
>>> I'm Using ONLY OpenGL 1.0.
>>>
>>> The problem is that with the code below my game cannot draw the object
>>> that need rotation (the objects are not visualized on the screen).
>>> Objects with no rotation (angle = 0.0) are drawn perfectly.
>>>
>>> ONLY on samsung galaxy s2 the rotated images are not visualized on the
>>> screen. There is some bug in SG2 that i have to take in cosideration
>>> or some specific initialization?
>>>
>>> Can you help me???
>>>
>>> Thank you in advance
>>>
>>> public static void drawBitmap(final GL10 gl, final float x, final
>>> float y,
>>>  final float rotate_x, final float rotate_y, final MyImage m,
>>> final float angle) {
>>>
>>>   // Draw using verts or VBO verts.
>>>   gl.glPushMatrix();
>>>   // gl.glLoadIdentity();
>>>
>>>   final int indexPerTile = TextureManager.INDEX_PER_TILE;
>>>   final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
>>> * TextureManager.TILE_PER_ROW;
>>>
>>>   if (angle == 0.0f) {
>>>
>>>gl.glTranslatef(x, y, 0f);
>>>gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>>m.fx.grid.drawStrip(gl, true, indexRow,
>>> indexPerTile);// the
>>> code of this method is below
>>>
>>> if (m.alpha != 1 || m.red != 1 || m.blue != 1 ||
>>> m.green != 1) {
>>>gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>>> }
>>>
>>>   } else {
>>>
>>>  final float xt = rotate_x;
>>>  final float yt = rotate_y;
>>>  gl.glTranslatef(xt, yt, 0f);
>>>  gl.glRotatef(-angle, 0f, 0f, 1.0f);
>>>  gl.glTranslatef(-xt + x, -yt + y, 0f);
>>>  gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
>>>
>>>  m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
>>> code of this method is below
>>>
>>>  if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
>>> 1) {
>>> gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
>>>  }
>>>   }
>>>
>>>   gl.glPopMatrix();
>>>}
>>>
>>>
>>>public void drawStrip(final GL10 gl, final boolean useTexture,
>>> final int startIndex,
>>>  final int indexCount) {
>>>   int count = indexCount;
>>>   if (startIndex + indexCount>= this.mIndexCount) {
>>>  count = this.mIndexCount - startIndex;
>>>   }
>>>
>>>   gl.glDrawElements(GL10.GL_**TRIANGLES, count,
>>> GL10.GL_UNSIGNED_SHORT,
>>>this.mIndexBuffer.position(**startIndex));
>>>
>>>}
>>>
>>>
>>
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Re: [android-developers] OpenGL Samsung Galaxy S2 S II Problem With Rotation

2011-09-09 Thread emanuele padula
The problem is that i'm in your same situation but i even use the
mipmapping. Maybe only few changes during initialization can fix it, but
without an sg2 to test is too hard. Anyone has ideas or fixed something
similar on sg2?? Thank you in advance
Il giorno 09/set/2011 16.31, "Marcin Mikosik"  ha
scritto:
> Hi,
> I have the same problem reported by one user of my game (for Galaxy S2).
> Textures that are rotated are either completely invisible or rendered
> incorrectly.
>
> I use opengl 1.0, without VBO and without mipmapping.
> As I do not have access to galaxy S2 I would be grateful if you post your
> solution once you find it.
>
> thanks
> marcin
>
> On Tue, Sep 6, 2011 at 1:03 AM, emanuele padula 
wrote:
>
>> Thank you Christopher. I'll do some test regarding the mipmapping, but
i'm
>> not sure that it will work. Thank you for you suggestion.
>>
>>
>> 2011/9/5 Christopher Van Kirk 
>>
>>> I'm seeing a similar problem on that device, but I haven't spent any
time
>>> looking for an answer yet. I see that you're using VBOs...I've read
>>> somewhere that some devices have trouble with them but I don't know if
it's
>>> true or which devices might be affected. I also know that in my case I'm
>>> also using VBOs, but I'm not rotating the texture, I'm stretching it
without
>>> a mipmap, and it's a JPEG.
>>>
>>> Sorry couldn't be more help.
>>>
>>>
>>> On 9/5/2011 10:15 PM, pad wrote:
>>>
 Hi,
 I have a huge problem ONLY with SAMSUNG GALAXY S2 and i cannot figure
 out if the problem is my code or of this device!!

 ON ALL OTHER PHONES IT WORKS GREAT!!

 I'm Using ONLY OpenGL 1.0.

 The problem is that with the code below my game cannot draw the object
 that need rotation (the objects are not visualized on the screen).
 Objects with no rotation (angle = 0.0) are drawn perfectly.

 ONLY on samsung galaxy s2 the rotated images are not visualized on the
 screen. There is some bug in SG2 that i have to take in cosideration
 or some specific initialization?

 Can you help me???

 Thank you in advance

 public static void drawBitmap(final GL10 gl, final float x, final
 float y,
 final float rotate_x, final float rotate_y, final MyImage m,
 final float angle) {

 // Draw using verts or VBO verts.
 gl.glPushMatrix();
 // gl.glLoadIdentity();

 final int indexPerTile = TextureManager.INDEX_PER_TILE;
 final int indexRow = m.fx.row * TextureManager.INDEX_PER_TILE
 * TextureManager.TILE_PER_ROW;

 if (angle == 0.0f) {

 gl.glTranslatef(x, y, 0f);
 gl.glScalef(m.scaleWidth, m.scaleHeight, 1);
 m.fx.grid.drawStrip(gl, true, indexRow,
 indexPerTile);// the
 code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1 ||
 m.green != 1) {
 gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }

 } else {

 final float xt = rotate_x;
 final float yt = rotate_y;
 gl.glTranslatef(xt, yt, 0f);
 gl.glRotatef(-angle, 0f, 0f, 1.0f);
 gl.glTranslatef(-xt + x, -yt + y, 0f);
 gl.glScalef(m.scaleWidth, m.scaleHeight, 1);

 m.fx.grid.drawStrip(gl, true, indexRow, indexPerTile); // the
 code of this method is below

 if (m.alpha != 1 || m.red != 1 || m.blue != 1 || m.green !=
 1) {
 gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 }
 }

 gl.glPopMatrix();
 }


 public void drawStrip(final GL10 gl, final boolean useTexture,
 final int startIndex,
 final int indexCount) {
 int count = indexCount;
 if (startIndex + indexCount>= this.mIndexCount) {
 count = this.mIndexCount - startIndex;
 }

 gl.glDrawElements(GL10.GL_**TRIANGLES, count,
 GL10.GL_UNSIGNED_SHORT,
 this.mIndexBuffer.position(**startIndex));

 }


>>>
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