Perhaps the issue is simply more fundamentally difficult than
scheduling can fix and an exclusive mode (for games and other real-
time apps where users don't care about having their RSS feed up to
date, etc) is in order?
On Apr 19, 5:32 pm, Mark Murphy mmur...@commonsware.com wrote:
We were told
I'll repeat my question from the bug:
So if this defect is not a defect, what are the plans to make it so
that our games
don't have periods of lag caused by greedy background processes that
we can't control?
As it stands, gaming on Android is a laggy experience and this is one
of the issues.
On
breaths, it allows the background to run. There will
always be a minimum amount of time the scheduler will allocate to run
anything it does decide to run. Otherwise, you'd waste too much time
switching back and forth!
Anyway, I do agree with Robert Green that giving the scheduler
explicit
. I don't.
I just know what causes the issue and what would work to provide a
good experience at the cost of flipping the phone effectively into
airplane mode but with the ability to receive calls.
On Apr 19, 7:07 pm, mike enervat...@gmail.com wrote:
On 04/19/2010 04:56 PM, Robert Green wrote
Does anyone know what this is all about? Seems like something that
should never happen.
On Apr 19, 12:44 pm, Robert Green rbgrn@gmail.com wrote:
I was seeing these with Droid OpenGL reinit and now saw it again on a
regular activity/surfaceview that I was just working with.
W
and you can still see the
choppiness during sync. That says something is WRONG in my book and
it's not my max 2ms updates.
On Apr 19, 7:59 pm, mike enervat...@gmail.com wrote:
On 04/19/2010 05:43 PM, Mark Murphy wrote:
Robert Green wrote:
The whole issue is that the Sync and IM services
);
should be equivalent to:
glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0)
if the internal format of the bound texture is RGB. Am I correct?
Thanks for the feedback.
Robert Green wrote:
Have you tried copying it to a power of 2 texture instead of the
viewport
, it's not text, it's tex. I just use this to draw the
background.
I just want to know why nexus one is so slow with this. It takes
20ms on my milestone but it takes at least 80ms on the nexus one, for
one frame.
On 4月17日, 上午2时08分, Robert Green rbgrn@gmail.com wrote:
Eong
Just wondering if anyone can speak on this yet. I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
generation (MSM7200-based) devices. As it stands, I don't see much of
a problem with touch eating up CPU on the Droid and N1 but those are
much faster phones so I
the same problem as on 1.6! Now I'm a
little worried. Is this problem really still not fixed?
On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:
Just wondering if anyone can speak on this yet. I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
) but only increases the lag in user input
At least there's no garbage collection in 2.0.1 anymore due to touch
events.
On 18 Apr., 11:46, Robert Green rbgrn@gmail.com wrote:
Actually I take it back about the emulators. I just tested again in
the 2.1 emulator and realized that in my first
consider slow.
Anyway, this time I resist to go into a deeper rant.
Kind Regards,
Ralf
2010/4/18 Robert Green rbgrn@gmail.com
I've tried sleep() and have switched to wait(1000), notify() / yield()
as outlined by some other devs. I have no empirical evidence that one
works any
can be easily derrived though.
You can find the apk athttp://www.file-pasta.com/file/1/touchflood.apk,
the Eclipse project with all the source can be found
athttp://www.file-pasta.com/file/0/touchflood.zip.
On 18 Apr., 22:18, Robert Green rbgrn@gmail.com wrote:
The fundamental issue
Have you tried copying it to a power of 2 texture instead of the
viewport dimensions? I'd test with 512x256 and see if that works.
On Apr 16, 10:22 pm, Andres Colubri andres.colu...@gmail.com wrote:
Any updates on this one? I have been trying to copy the contents of the
back buffer into an
Mario certainly covered it! I recommend just getting the purple book
OpenGL ES 2.0 Programming Guide by Shreiner. It covers things
pretty well.
In short - ES 2.0 will not project it for you. You need to do that in
your vertex shader. It's pretty easy though. Something like:
uniform mat4
Eong,
You said you are uploading every frame just to draw text? There are
much more efficient ways to do that.
On Apr 16, 11:14 am, Eong eong.c...@gmail.com wrote:
I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a
Make sure your view calls setFocusableOnTouchEvents(true)
On Apr 16, 4:44 am, a a harvey.a...@gmail.com wrote:
Dear all, i tested below, but it don't work
1. I wrote my GodsendView
public class GodsendView extends View implements OnTouchListener
{
@Override
public boolean
That's why you're supposed to load them all in one batch at the
beginning and then not do it during runtime. glTexImage2D is one of
the slowest things there is on any chip. If you're targeting ES2.0,
you have things like framebufferobjects that you can use to handle
dynamic texturing using the
Consider buying a book like this. It will explain everything there is
to know about OpenGL.
http://www.amazon.com/OpenGL-Reference-Manual-Official-Document/dp/032117383X/ref=sr_1_25?ie=UTF8s=booksqid=1271244837sr=8-25
I, like you, thought that I would learn by asking people, but it turns
out
I get around 35 FPS on the N1 on my current 2D game in-dev. The thing
about it, though, is that it's plenty of framerate. The game feels
totally smooth at that rate and doesn't really experience significant
drops (unless you count gmail sync), even when I throw 200 particles
out into the scene.
:45 am, Robert Green rbgrn@gmail.com wrote:
It's going to depend on more factors than number of sprites. GPUs are
usually fill-bound and so the functions you use to filter and blend
have a large impact on performance. What does your test do? Does it
distribute small quads all over
Just wondering if anyone else has come across this. The MSM7200
(G1,Mytouch,Eris,Hero,Cliq,etc...) supports mipmapping but not
hardware mipmap generation. That's not a big deal as you can just
divide the texture by 2 a bunch of times til you're at 1x1 and it
works fine.
That works for square
It's going to depend on more factors than number of sprites. GPUs are
usually fill-bound and so the functions you use to filter and blend
have a large impact on performance. What does your test do? Does it
distribute small quads all over the screen like particle effects do?
Are the quads
You may want to take this to the android-platform group.
On Apr 8, 10:29 pm, xiaochun zqy2000...@gmail.com wrote:
In android 2D UI, what's the function of opengl?
graphic system draw picture and text by skia-opengl-framebuffer, so in 2D
UI what's the function of opengl?
in
Kirti - Get either the OpenGL superbible or the redbook. It's money
well-spent.
On Apr 12, 12:15 am, kirti kaul kirti.k...@wipro.com wrote:
Hello,
Can anybody tell me how to apply apply different textures on different
faces of a cylinder?I am able to apply one texture which covers the
whole
In OpenGL, you need to write a text renderer. There are several
examples and implementations floating around on the web.
For example, I wrote a class that, given a font and a font size,
generates an atlas texture and stores all of the individual character
locations and metrics for me. I then
Dear Mark Deloura,
I see that you started your first day at Google today.
Congratulations on the new gig!
I thought as part of your first day as the new Android games guru, I
would make a concise list of things that make game development tough
for us full-time Android game developers.
1) Touch
happening.
On Apr 12, 2:19 pm, Mark Murphy mmur...@commonsware.com wrote:
Robert Green wrote:
3) Background processes destroy intense game framerates, even on
2.1.
http://www.androidguys.com/2010/03/16/code-pollution-background-foreg...
Where did I go wrong in this analysis
get it to the logic thread.
Current program flow is as follows:
onCreate() - GameView() - World() Renderer() GameLogic()
On Apr 9, 3:24 pm, Robert Green rbgrn@gmail.com wrote:
Eddie,
Yes, that'll do the trick.
As far as the multiple threads goes, sure you
It's pretty easy to do this:
I use a World to write to and read from for the two sides. Makes
networking nice too. My World has a simple lock. Only one thing can
write to it or read from it at a time.
in GameLogicThread:
run() {
while (!done) {
// wait for renderer
world.getLock(); //
really have no clue what a lock is.
On Apr 9, 12:03 pm, Robert Green rbgrn@gmail.com wrote:
It's pretty easy to do this:
I use a World to write to and read from for the two sides. Makes
networking nice too. My World has a simple lock. Only one thing can
write to it or read from
not quite clear on
how. Could I, for example, create my World object, then pass that
object to the renderer and logic objects when I create them? I did a
small bit of reading on this topic, but still am not quite sure.
On Apr 9, 1:55 pm, Robert Green rbgrn@gmail.com wrote:
Yeah, you're
I use raw resources for several kinds of binary files. Some times we
have a few different types that are interchangeable for a task. Is
there any way to determine the extension of a raw resource? I
normally open by using Context.getResources().openRawResource.. The
problem is that I have to
() - World() Renderer() GameLogic()
On Apr 9, 3:24 pm, Robert Green rbgrn@gmail.com wrote:
Eddie,
Yes, that'll do the trick.
As far as the multiple threads goes, sure you can drive your logic
off
of the call to onDrawFrame but there is a situation in which having
to rotate the desktop on n1.
Le 7 avr. 2010 23:01, Robert Green r...
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Green rbgrn@gmail.com wrote:
That occasional lock-up started happening constantly to me. I messed
around with a few things and found that the Droid really doesn't like
to have its Display and Context destroyed all the time.
I modified the code so that it would reuse the display
the hack int the glwallpaperservice class avoid some crashes with
screen rotation on droids.
On 5 avr, 20:24, Robert Green rbgrn@gmail.com wrote:
Oh, so you solved it?? What's the issue and what's the workaround?
On Apr 4, 3:33 pm, unixseb unix...@gmail.com wrote:
i can help you
By the way - things seemed good but I'm still having the occasional
lock-up. The last one caused the phone to lock up badly enough that I
had to pull the battery :(
On Apr 6, 2:18 pm, Robert Green rbgrn@gmail.com wrote:
I'm in disbelief, but it works! Why does that hack work
Green rbgrn@gmail.com wrote:
By the way - things seemed good but I'm still having the occasional
lock-up. The last one caused the phone to lock up badly enough that I
had to pull the battery :(
On Apr 6, 2:18 pm, Robert Green rbgrn@gmail.com wrote:
I'm in disbelief, but it works
I'm in the same boat. I'm still going to SF that week in case anyone
wants to get together after hours.
On Apr 6, 3:20 pm, kylestew kyles...@gmail.com wrote:
I tried to register too late for Google IO and its already sold out. I
really wanted to go this year and don't care about getting a free
Careful with that - it's not currently working correctly on Droid
2.1. I've been posting info to this group but no good responses so
far. I debugged it for over a day and can't see anything wrong with
the threading or order of egl calls. Seems like something else is
wrong...
On Apr 5, 11:29
Can any of the authorities step in on this? So far no one has found
or at least posted a solution to this problem. It's affecting several
of the GL live wallpapers on the market right now (just look at
comments on them - many complain of freezes on Droids)
On Apr 4, 12:19 am, Robert Green rbgrn
times back to back,
I'll respond to your other posts with as much information I can.
On Apr 5, 12:40 pm, Robert Green rbgrn@gmail.com wrote:
Careful with that - it's not currently working correctly on Droid
2.1. I've been posting info to this group but no good responses so
far. I
time now !
On 3 avr, 23:56, Robert Green rbgrn@gmail.com wrote:
I've had this reported to me by a few people using the
GLWallpaperService code I posted. I've been debugging this for hours
and have so far tracked the problem down to
egl.eglCreateWindowSurface(display, config
Hmm I wonder if this is at all related to the problems I'm having with
GL lockups on the Droid at the moment. I see a resize in there, are
you flipping orientations?
On Apr 5, 6:18 pm, Louis yanglfya...@gmail.com wrote:
Hi, All:
I am working on a app which render geometrics with VBO in NDK
I have the official 2.1 update on my Droid. It came OTA and installed
normally.
I observed that my 3 GL games run great on it but my 2D canvas one
does not. It feels like it lurches a bit now and it was totally
smooth on 2.0.1. Strange. I would think it would run locked at 30
but still
Missing Samples: GL Live Wallpaper. There's an example of a canvas-
based live wallpaper but none of the ones that ship on the N1 or Droid
2.1 are canvas, they are all GL. Maybe one isn't, but that's not the
point. Correctly handled GL init code (especially on orientation
change) would be
I've had this reported to me by a few people using the
GLWallpaperService code I posted. I've been debugging this for hours
and have so far tracked the problem down to
egl.eglCreateWindowSurface(display, config, nativeWindow, null);
It never returns and every notifyAll() after that results in:
Also Received Droid in Fargo, ND a few days ago. So that's one for
3.5 star/5000 DL and one for ADC2 top 200. Thanks Google! One
already has the 2.1 update.
On Apr 3, 3:45 pm, timedilation udayan.k...@gmail.com wrote:
Although my Droid auto-updated to 2.1 couple of days back, I don't see
the
Hey guys,
Looking for some WallpaperService EGL code that is stable when
flipping orientations multiple times on a Droid. I've been debugging
for a full day now and everything looks correct to me, yet my code is
getting stuck sometimes in eglCreateWindowSurface. It usually works a
few times
/android/issues/detail?id=4283
On Apr 3, 5:56 pm, Robert Green rbgrn@gmail.com wrote:
I've had this reported to me by a few people using the
GLWallpaperService code I posted. I've been debugging this for hours
and have so far tracked the problem down to
egl.eglCreateWindowSurface(display
I got one of those yesterday as well. Here's my theory:
Someone somewhere has an account set up so that it automatically
replies to emails (vacation responder, etc)
They are subscribed to this group and receive an email
Their responder responds.
The message bounces because the group filters
Droid in Minneapolis, MN via FedEx Home Delivery
On Mar 30, 11:26 am, Matt thatsthesolut...@gmail.com wrote:
Got a door tag Saturday from FedEx, but I was still sleeping at 9AM,
and had no idea they'd be delivering it then. I called FedEx last
night, and apparently, they are shipping these
Nope, it's a normal Verizon Droid.
Yeah so what's the deal for us that got an ADC2 qualification and a
regular market 3.5/5000 qualification? Should I be watching for
another phone in the next week? Normally I'd keep my mouth shut and
gratefully take what I can get but I'm moving on Thursday
the CPU wakes up after
being stopped for an hour or whatever, you don't suddenly have a bunch if
spurious stuff to do.)
On Thu, Mar 11, 2010 at 12:23 AM, Robert Green rbgrn@gmail.com wrote:
FYI - Good that you're doing it that way. I have to recommend
switching to nanoTime, though
and three different normals depending on the
triangle it belongs to, so the arrays can't have (?) the same one to
one relationship.
So, the question is how do I map the colors to the indexed vertex?
/Perty
On 24 mar, 06:00, Robert Green rbgrn@gmail.com wrote:
Vertices, Texture
.
/Perty
On 24 mar, 18:37, Robert Green rbgrn@gmail.com wrote:
In short, what mario is saying is that if you have the same vertex and
you want different texture coordinates for it (like if you want to
display the same texture on each side of a cube, the verts each need 3
different
Vertices, Texture coordinates, Normals and Colors have a 1 to 1 to 1
to 1 relationship. That means that for any given vertex, you can
define:
The vertex's location
The texture coordinate
The normal
The color
If you define 4 vertices (with or without any of the other attributes,
doesn't matter),
Ugh. How is this not totally fixed in 2.0+? I know it's not as bad
as 1.6- but properly implemented, touch events should have a
negligible impact on performance.
On Mar 21, 10:47 am, Mario Zechner badlogicga...@gmail.com wrote:
I just coded up a simple performance for a project of mine and
Kevin,
First of all, let me clarify some numbers:
Your average EA game costs a lot more than 10s of thousands of
dollars. I bet no iphone port of any game cost them less than 100k to
do. I wouldn't be surprised if they spent 100k-500k on an iphone
version of an existing title. They deal with
that can do that. I am stuck on how
to do graphics as well. I can't pay anyone to do art, so I think I am going
to have to digitize stick figures.
On Wed, Mar 17, 2010 at 11:41 PM, Robert Green rbgrn@gmail.com wrote:
Kevin,
First of all, let me clarify some numbers:
Your average EA game
Rocco, you're experiencing basic 2d scaling dilemma. There are
several ways you can go, each with its compromises.
The gist of it is that your game will need to work correctly on
screens ranging from 320x240 to 854x480 if you want to support every
android device. If you take off the qvga
That's not OpenGL. That's a Canvas method. You could use that to
draw to a texture, upload that and draw a quad with that texture on
it, appearing to be a circle.
On Mar 18, 4:34 am, tarin tatarenkov...@gmail.com wrote:
Loki,
you can try this:
Paint paint = new
such as a slide up menu or animated swirl.
Thanks for your suggestion Robert I am now looking at picking up the
books you mentioned also I see Google just officially released the ES
2.0 supports yesterday so like you said best not to pick up a dated
book.
Tom
On Mar 18, 1:49 pm, Robert Green
Since no one else has responded I'll talk about what I did, though I
haven't gone cross-platform yet (which is why I didn't respond right
away).
I chose cross-platform technologies just in case I ever wanted to and
I know that they will work for it. What works well for me for my
leaderboards and
and Rails
suggestions.
No, I'm not a Google fanboy, but with a free device coming sometime soon,
if Google asked me, I'd sheepishly say yes sir, yes I am a fanboy :).
Justin
On Wed, Mar 17, 2010 at 11:25 AM, Robert Green rbgrn@gmail.comwrote:
Since no one else has responded I'll
Look into using Canvas to draw various primitive shapes, such as
circles, rectangles and lines.
On Mar 16, 3:26 am, massimo maxloveg...@gmail.com wrote:
Hi,
I would like to make a game.
How I can make a cicle for the game? I use Eclipse
I have make the new project and I have the class with
Yes this is about Android development :)
Well I've been planning on going to IO for months but was waiting for
my business account to get enough cash in it to go. Turned out I
waited too long and now there are no IO tickets left :(
Did anyone here buy one that they will no longer be using? I'd
Tom,
I have to recommend just getting a book on the subject. I learned
most everything off of examples and documents on the web. After
several months, I finally picked up the blue book and everything I had
scoured to find is clearly demonstrated in it. Look for the red book
and the blue
Ronnyek,
There are a few methods of picking a 3D object from a 2D coordinate.
The ones I know of are (in order of popularity):
1) gluUnProject to get a ray, then use a collision detection
algorithm to check against your object bounds
2) Use the color/depth buffer
-- This involves a special
Markus,
You'd be surprised by how much stuff people have running on their
phones. 2.0/2.1 seem to be better at handling it with a game but in
general, I think it's an issue of educating people to shut off sync
and certain wasteful tasks while playing games. I REALLY wish Android
would add a
I know several of you wrote your apps and games before 1.6 was out or
before you had a trusty N1 or Droid to test on. This led to many apps
that rely on compatibility mode, that is, a width (when portrait) that
is always 320 to make things work out.
For 3D games, this made our games continue to
Marlo, I put together something just for guys like you -
http://www.rbgrn.net/content/54-getting-started-android-game-development
On Mar 9, 3:11 pm, Jiri jiriheitla...@googlemail.com wrote:
This might be helpfull.
http://www.anddev.org/2d_tutorial-t3120.html
Jiri
veel plezier. ;)
On
Does answering questions on this group count? :)
On Mar 9, 10:37 am, Streets Of Boston flyingdutc...@gmail.com wrote:
This is similar to the seeding program for Android Market Developers.
I don't know what the criteria are to get selected for this seeding
program (which forums, how many
to.
On Wed, Mar 10, 2010 at 3:58 PM, Robert Green rbgrn@gmail.com wrote:
Does answering questions on this group count? :)
On Mar 9, 10:37 am, Streets Of Boston flyingdutc...@gmail.com wrote:
This is similar to the seeding program for Android Market Developers.
I don't know what
I only have a meager 340 in this group. :)
On Mar 10, 4:57 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
I don't know what determines whether you get an Android device or not.
I have 600 msgs overall on this board (in the top 10) and about 150 in
Android Discuss.
On Mar 10, 5:53 pm,
Bluestar,
Any shared object you generate using the NDK for a previous version of
Android should be forward compatible. IE: If you compile some code
that runs fine against 2.0, it should (for the most part) also work
against 2.1.
On Mar 8, 8:35 pm, bluestar bluestar8...@gmail.com wrote:
I
I kind of do something like this. I set a flag to false onResume and
then set it true if the back button is hit. onPause, if that flag is
true, I know it's because my user is backing out and I can respond in
a certain way (knowing that we'll be going back to a previous
activity). The previous
If you want to exit, just use finish().
On Mar 10, 10:23 am, Wides erich.weid...@gmail.com wrote:
Hi, I have a requirement to implement an Exit button in my Android
application. I don't really care about killing the activity stack, I
just want to have the same effect as pressing the Home
Samsyn,
For multiplayer synchronization, you absolutely can not count on the
current time of either device. Here's one way to handle it:
Both host and client use System.nanoTime() / 100; That gives you
a fairly accurate counter to use.
Host sends snapshots with their current time. Client
a lot to do, given that it is also giving me all
those nice debug hooks :-) I shouldn't be so demanding. I love you,
Eclipse, I really do, except when you crash or that time you deleted
every source file in my project with nary a warning.
Thanks again!
- Dan
On Mar 10, 5:53 pm, Robert Green
I've been really wanting an extra device to run OS builds on. Also, I
get reports of people running my live wallpaper off of G1s and other
devices. Having another device for those custom builds would be
great.
On Mar 11, 12:45 am, Bob Kerns r...@acm.org wrote:
I suppose it's too late then, to
I just gotta ask...
Does anyone have any knowledge of an upcoming ADC3? :)
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Posting a stack trace from your log would be extremely helpful: )
On Mar 8, 1:19 am, CMF manf...@gmail.com wrote:
Hi all, I have an MapView app downloaded from internet, when I tested
it on the simulator, everything is fine, but when I installed it on my
phone, the app stopped unexpectedly.
Ask a lawyer. If you own copyrights and he is infringing, you may be
able to file a dmca take down request with google. So far, they have
been quick about honoring those.
On Mar 5, 4:15 pm, greenrift jtgi...@gmail.com wrote:
I have an app that was published last fall. Recently a developer
Ugh, these articles are making me out to look like I was on some kind
of expose mission.
The conversation I had with the guy was like this:
He said, Why didn't you use dual analog joysticks?
I said, Because it won't work right on HTC phones. Run my test app
to see why.
And now there are 200+
, then I will double rant on the Market problems, to keep the
pressure on you Android Team !! :D
Thanks for the info Robert.
Yahel
On 4 mar, 18:18, Robert Green rbgrn@gmail.com wrote:
Ugh, these articles are making me out to look like I was on some kind
of expose mission
For a perpendicular surface optimization, it's not about how much
rotation but if there is _any_ rotation. It's like this - perfectly
aligned = optimized. Anything other than perfectly aligned =
additional processing. So that would make sense as to why you're
seeing a high framerate with an
The MSM7200 contains many optimizations to make certain types of
filling fast. I never run full screen, 512 textures with linear min
and mag on like you have in your code. Try it with nearest neighbor
on both and see how it goes.
On Mar 1, 3:10 am, Michele Scorcia michele.scor...@gmail.com
I don't have access to my Droid at the moment but my guess is that it
maybe didn't like that alpha bits texture parameter? Perhaps you could
just try without that. The minimal parameters that you need are the s
and t clamp method and the minification and magnification function. I
recommend
Oh.. yeah, you should run in the native Res by setting the supports
screen flags in the manifest and then use drawable-nodpi. Both phones
should scale the same but it depends on the manifest. I actually
think that the n1 may support non power of twos but I don't have the
extension list in front
Your textures are being scaled and are no longer power-of-two. Either
put them in drawable-nodpi or turn off scaling on the decoder
configuration.
On Feb 26, 4:05 pm, Barrett_A lbarrettander...@gmail.com wrote:
I'm using GLSurfaceView to render OpengGL 3D. It works great on my
nexus one, the
Actually, I just noticed that you said it works on the n1. My
previous guess is probably wrong then...
On Feb 26, 4:05 pm, Barrett_A lbarrettander...@gmail.com wrote:
I'm using GLSurfaceView to render OpengGL 3D. It works great on my
nexus one, the emulators, and at least the G1. However, on
Let me just say that as someone with a lot of UI development
experience (in Android, SWT and Swing anyways), if you're looking to
programmatically push controls, your design is most likely wrong.
I have developed maybe 50-100 screens of GUIs and have never needed
that functionality. Consider
Vlad and Kofa,
I have to say again that all of that high level stuff (layouts and
imageviews) is totally inappropriate for a real-time game. Consider
loading all graphics into bitmaps, running a logic thread and drawing
to a SurfaceView. You will have far superior performance and can do
function to get to it.
On Feb 25, 12:39 pm, Robert Green rbgrn@gmail.com wrote:
Let me explain something. Using directly allocated NIO buffers is a
DIRECT LINK between Java and native. The pointer you get from (void
*)GetDirectBufferAddress points to the exact memory that the Java
buffer
these calls, so
the GL system could be using the memory directly much later than you
expect. You should probably not deallocate the buffer until the next
frame comes around, when you know the system is done with the data.
On Feb 24, 2:50 pm, Robert Green rbgrn@gmail.com wrote:
The OpenGL
might get filled with
junk it will still be valid floats of some sort, since the array is
only written to from java.
Best regards,
Viktor Linder
On 25 Feb, 20:08, Robert Green rbgrn@gmail.com wrote:
Actually, let me clear something technical up. I just realized that
the OpenGL native
, 21:25, Robert Green rbgrn@gmail.com wrote:
You're probably pointing something to some bad memory location
somewhere. I know you didn't post all of your real code so I can't
really say for sure but it looks to me like you may be doing something
wrong with your buffers. Here's how
Trying to loop a song for a game in MIDI and I'm getting a noticeable
gap when looping. I'm currently just using MediaPlayer like I use for
looping OGGs normally.
Is there something wrong with my file or does the current
implementation (Tested on 2.1) have a short gap in the loop?
--
You
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