Thanks for the feedback, Romain. I definitely understand the need to
get it right - keep us posted.
- Ben
On Feb 10, 12:04 pm, Romain Guy wrote:
> We understand your frustration but we need to get this right. OpenGL
> ES 2.0 is coming.
>
>
>
>
>
> On Wed, Feb 10, 20
To be completely honest, I find this ridiculous. You ship a phone with
OpenGL ES 2.0 hardware and _months_ later, there's still no way for
developers to use the 2.0 functionality. I got a Nexus One the other
day, and my first instinct was to find a game on the Marketplace that
would show off it's h
Hey! +1 - Adding support for a few more functions like the one above
would be great.
I think this should be a relatively simple fix for you, though. Create
a float array with 256 values and precompute the float value of each
possible byte value. When you call glColor4f, just use the byte to
index
Hey,
That's an interesting article - I can definitely see the menu button
changing standard user behaviors and the interactions they come to
expect. I'd definitely agree that the context menu is a strong point
of the platform. It took me a few weeks to get comfortable with the
back button, so I ca
ael Rueger wrote:
> On 1/8/2010 7:57 AM, Ben Gotow wrote:
>
> > Hey everybody,
>
> > I'm porting an iPhone app to Android and I'm having trouble designing
> > an interface that looks and feels "Android." I've read all of the
> > design docu
Hey everybody,
I'm porting an iPhone app to Android and I'm having trouble designing
an interface that looks and feels "Android." I've read all of the
design documents in the Android Dev Guide and looked through all the
Google-designed apps, but I feel like the layout of activities is
largely unde
On this same note, I don't actually need to have a Nexus One, but
could you tell us what OpenGL extensions are supported by it's
graphics hardware? It would really help me push a game out that would
take advantage of it's (presumed) awesomeness!
- Ben
On Dec 17, 1:42 pm, Dan Sherman wrote:
> Sam
I agree. I think Android's complete lack of OpenGL documentation
(explaining the differences between phones, how to optimize, etc...)
shows that they really aren't dedicated to Android as a gaming
platform. The Droid's hardware supports OpenGL ES 2.0, and there's no
way to access it. What could hav
ds-on-motorola-droid-opengl-es-specs
Could someone with an HTC Eris please post the GL_EXTENSIONS
information from the phone? I'd really appreciate it!
- Ben Gotow
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To post to this
droid-opengl-es-specs
The DROID uses the same graphics chip as the iPhone 3GS and
_technically_ supports OpenGL ES 2.0, but the Android OS does not have
support yet.
- Ben Gotow
On Nov 26, 4:39 am, hzakimoto wrote:
> Allow me to bump. Anyone have some pointers for me please?
--
You recei
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 r
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