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
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
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,
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
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:
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
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
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 =
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
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
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
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
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
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
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
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
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?
--
You
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?
--
You
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
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
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
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
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
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
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,
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
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,
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
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
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
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
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.
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
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
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:
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
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
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
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
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
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.
--
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
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
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post
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
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
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
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
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
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:
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
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
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
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
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
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
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:
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
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
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
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.
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,
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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.
--~--~-~--~~~---~--~~
You received this message
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
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,
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
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
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
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
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
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.
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
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
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,
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
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
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,
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,
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
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
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
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
...@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
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,
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
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) {
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