Is there any synchronization between the rendering thread and the game
logic thread?
On Oct 5, 7:27 am, Jeremy Slade wrote:
> I'm definitely not getting anywhere close to that limit
> (GL_MAX_ELEMENTS_VERTICES).
>
> I'm pretty close to a root cause for at least a large percentage of
> the flicke
I notice in your article the issue you describe seems to be
synchronization "fairness", i.e. Java doesn't make any fairness
guarantees about serving threads in the order they are waiting (though
I believe many Java implementations do). Have you tried the Semaphore
class? It allows you to specify w
What do you mean by "stops working"?
I had a problem with coming back from sleeping where my app was
unresponsive, which went away when I handled orientation config
changes myself. Since my app was in landscape, there was an
orientation change coming back from sleep and something in
GLSurfaceView
I don't know of any frameworks as of yet -- you might try pinging
Chris Pruett to see if he's releasing his side-scrolling opengl game
any time soon (check out his Google IO talk on real time game
development for Android). Also look at his sprite method test, which
covers the typical methods of dr
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 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, Se
Heh, sorry about the double post, didn't realize I posted that first
message.
So I changed my code to handle orientation config changes, rather than
letting my activity get killed & recreated, and the problem has gone
away.
On Aug 30, 10:19 am, David Minor wrote:
> Is the blu
Is the dim/blur done with OpenGL? My app uses GLSurfaceView forced
into landscape, and coming back from the phone sleeping there seems to
be deadlock on occasion. It only seems to occur when the blur takes
place.
On Aug 18, 9:35 am, Dianne Hackborn wrote:
> You can't stop the screen from dimming
Is the blur done using OpenGL? I am seeing some sort of occasional
deadlock/anr in my GLSurfaceView based app, but only when the phone
wakes up and goes through the blur.
I have to say that before I found this thread I always wondered why
the blur occurred in some instances and not others. It's n
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