While this thread is rather old, I have a similar issue - while using
the soundpool with the correct streamIDs.
There is a looping sound being started, remembering its stream id. But
when I try to stop it like this:
SoundPool.stop(mId);
nothing happens... the sound simply keeps looping. This
Hi Kevin,
I included ACRA in my app - it was easy to implement and your HowTo is
absolutely excellent. I already got two crash reports that gave me a
much better glue than the usual crashes on foo-phone-1-star-
comments. :)
I'm eager to take a look into the sources as well, they should be
Hi,
I had a lot of difficulties getting the threading and app lifecycle
issues done, too. For my part, this was much more confusing than
getting the actual game done. ;)
The good thing is: you do not have to do too much for the render- and
logic-thread separation because most of the rendering
As what I am aware of, VBOs do not need direct buffers (and indirect
buffers might be handled faster), but this is just a detail. I also
tried GL_FIXED but it did not make much difference for me. I assume
that it gives performance gains only if you have a) static data that
is converted to fixed
dynamic geometry creation, it would be
interesting to know if you also encounter this
issue:http://groups.google.com/group/android-developers/browse_thread/threa...
Best regards,
Viktor Linder
On 22 Feb, 22:20, Clankrieger tob...@googlemail.com wrote:
Hi,
I tried to use VBO on 1.6
Hi,
I tried to use VBO on 1.6 Android SDK and get a crash whenever I try
to give the VBO id free using glDeleteBuffers. The issue has already
been filed here:
http://code.google.com/p/android/issues/detail?id=4273
Is there any way of giving a VBO id free, then? Otherwise I'm afraid
that I can't
is that the way the glVertexPointer call works is that
it doesn't consume the actual data. It is just setting the pointer to
the data. So changing the data before your other calls actually cause
it be used later on would cause trouble.
On Feb 12, 5:02 am, Clankrieger tob...@googlemail.com wrote
Hi,
I got an issue while rendering a number of meshes on a GlSurfaceView
renderer: The meshes are sometimes broken or are not updated on screen
during my render call. The whole 1.6 application is running single
threaded, rendering is done with vertexpointers like this:
glVertexPointer(3,
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