[android-developers] SoundPool still crashing on 1.5, 1.6 and maybe 2.0

2009-11-19 Thread Robert Green
I've been using SoundPool since Android v1.0 and am happy that some of the problems were fixed, but I've noticed that it's still not entirely stable. As far as I know, there are still 3 major bugs with it (2 dealing with looping sound): 1) SoundPool.stop() is unstable/unusable. To reproduce, ju

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Robert Green
There are lots of optimizations but really at the end of the day you will be fill-bound. Try playing Light Racer 3D (basic or normal) and hit menu for settings, then turn off "advanced graphics". All that does is turn off the skysphere, which is only 150 triangles or so, and doesn't enable blend

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-10 Thread Robert Green
Jni is not really a big factor in this. In my experience, if you use vbos, you're not nearly as triangle bound as you are fill bound. If you're only filling half the screen and you use vbos with no normals and no index, I imagine you could get up there with vert count. Here's a little test to se

[android-developers] Re: OpenGL ES works fine on Emulator but on HTC Hero 1.5 it does not render vertices

2009-11-09 Thread Robert Green
gt;         _configs = configs[0]; >         _context = _EGL.eglCreateContext(_display, _configs, > EGL10.EGL_NO_CONTEXT, null); > >         _surface = null; > > But yeah, if anyone knows what's going on or knows what I'm doing > wrong I'd be mighty grateful. I feel

[android-developers] Re: Problems updating my app on Android Market and switching to copy protection

2009-11-09 Thread Robert Green
Not to mention that it literally doubles the installed size of your app. On Nov 9, 9:33 am, niko20 wrote: > I wouldn't bother turning copy protection on, all that does is prevent > people that have developer phones from downloading the app. People > that have rooted phones can still download it a

[android-developers] Re: opengl crash after pause/unpause app

2009-11-08 Thread Robert Green
1) Don't override home. That key should always work to get the user back home. 2) Make sure you're overriding onPause and onResume in your activity and you have those calling pause and resume in GL. Normally I'd say just have it call that on your GLSurfaceView but I'm not sure how the configura

[android-developers] Re: OpenGL ES works fine on Emulator but on HTC Hero 1.5 it does not render vertices

2009-11-08 Thread Robert Green
I had a problem with Ortho on my phone vs on the emulator at one point as well. Could you post more of your GL initialization code? My problem was something dumb like I was calling orthox using actual screen dimensions when I needed to either use fixed point there or use orthof. On Nov 8, 3:34 p

[android-developers] Re: ADC2 Results Post

2009-11-05 Thread Robert Green
Congratulations! Your application 'Light Racer 3D Trial' was selected by Android users as one of the top 20 in the Arcade category! I'm really happy about that. The updated version, 1.2, is sooo much better than the ADC one, though. Oh well, time constraints are all a part of the game :) Good l

[android-developers] Re: Anyone know what happened to Cyrket?

2009-11-02 Thread Robert Green
I also used cyrket almost daily to watch for comments. Androlib works but seems to be behind in app versions and icons and such. I don't trust it as much. I'd really like cyrket back. Using the device to check 6 applications of comments daily isn't much fun. On Nov 2, 8:18 pm, Brad Fullmer wr

[android-developers] Re: Android SDK not working on Windows 7

2009-10-31 Thread Robert Green
I used to run Eclipse 3.4 / Java 1.6 / Android SDK 1.0,1.1,1.5,1.6 on Vista 64 but recently did a clean install of Windows 7. Now I'm running Eclipse 3.4 / Java 32 and 64 1.6 / Android SDK 1.5-2.0 on Windows 7 Professional x64 without any problems. Windows 7 seems to handle everything exactly the

[android-developers] Re: VBO on Motorola CLIQ

2009-10-30 Thread Robert Green
Droid. > > While playing with EGL config selection on CLIQ I've noticed a strange > behavior. First config reported by eglChooseConfig is usually: > > red=5 green=6 blue=5 alpha=0 depth=0 > > but sometimes, for no apparent reason, the first config is changed to: > >

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-30 Thread Robert Green
.1 CL69164 release-keys > > On Fri, Oct 30, 2009 at 7:20 AM, Justin Giles wrote: > > Installed, played 1 round, rebooted, icon & text looked fine.  Game started > > with no problems. > > > Justin > > > On Thu, Oct 29, 2009 at 11:35 PM, Robert Green wrote: >

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-29 Thread Robert Green
Oct 29, 9:25 pm, Dianne Hackborn wrote: > There is -no- cached data for applications, at least in the standard > platform.  We rescan and collect all of this data at each boot. > > > > On Thu, Oct 29, 2009 at 6:58 PM, Robert Green wrote: > > > Justin, > > > Did t

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-29 Thread Robert Green
with the versions I've seen it break on before. Thanks! On Oct 29, 9:28 pm, Justin Giles wrote: > It says "Light Racer".  Cacheit's good if it's in your wallet...not so > good when it causes bugs. > > On Thu, Oct 29, 2009 at 8:58 PM, Robert Green wrote

[android-developers] Re: VBO on Motorola CLIQ

2009-10-29 Thread Robert Green
Are you using a logging or trace option for OpenGL? If so, you have to turn it off. The log and trace wrappers for GL cause errors to be thrown when using VBO extensions. I haven't tested on a Cliq but that happened to me on my G1. On Oct 29, 12:33 pm, Hexage wrote: > I've been testing our ga

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-29 Thread Robert Green
ood and the game loads.  Swhat's amiss with > the rest of us?  Sheer dumb luck?  Poorly coded apps? > > Justin > > On Thu, Oct 29, 2009 at 6:16 PM, Robert Green wrote: > > > Justin, would you be willing to install Light Racer, reboot and check > > fo

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-29 Thread Robert Green
Justin, would you be willing to install Light Racer, reboot and check for me? That will show if I've figured out part of the problem or not. Thanks! On Oct 29, 3:14 pm, Justin Giles wrote: > I installed pandahome (assuming that's what you meant by installing a > different home app) and I get t

[android-developers] Re: App name/icon problems on Hero after reboot

2009-10-29 Thread Robert Green
Dianne, it's happening to me on 3 out of the 5 apps I have published. All apps work fine on: Emulator 1.1, 1.5, 1.6 G1 1.1, 1.5, 1.6 Mytouch 1.5, 1.6 Droid 2.0 The 3 apps have the issue on Hero 1.5 I had originally assumed it had something to do with the manifest, specifically the way the app l

[android-developers] Re: 3D Developers - Motorola Droid OpenGL ES Specs are in

2009-10-29 Thread Robert Green
olution than native for compatibility > purposes. Maybe that's why you are seeing the lower resolution in your > tests? > > Some examples in this > thread:http://groups.google.com/group/android-developers/browse_thread/threa... > > On Oct 28, 11:35 pm, Robert Green wrot

[android-developers] 3D Developers - Motorola Droid OpenGL ES Specs are in

2009-10-28 Thread Robert Green
I just got my hands on this phone. Here's my summary: 1) It's really fast. Runs all my games at max framerates. 2) The screen is 16:9 and will probably mess with your layouts and games and stuff. 3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU speed. Wow!! I believe the h

[android-developers] Re: OpenGL ES 2.0?

2009-10-28 Thread Robert Green
MrChaz, the Verizon Droid has an OpenGL ES 2.0 PowerVR SGX530 chip in it. I just got my hands on one and put together a developer specs sheet here - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs On Oct 28, 2:59 pm, MrChaz wrote: > There's been no word on any hardware

[android-developers] App name/icon problems on Hero after reboot

2009-10-26 Thread Robert Green
ot;App name/icon problems on Hero after reboot" ? Thanks! On Oct 26, 9:33 pm, Greg Donald wrote: > On Mon, Oct 26, 2009 at 12:44 AM, Robert Green wrote: > > > I think this is related to the issue that I'm documenting here - > >http://groups.google.com/group/android-developers

[android-developers] Re: phone reboot breaks app

2009-10-25 Thread Robert Green
I think this is related to the issue that I'm documenting here - http://groups.google.com/group/android-developers/browse_thread/thread/803414476a834dbc/4655823ff553daac?lnk=gst&q=hero#4655823ff553daac I'm finding that it may have something to do with the use of a string resource for the app labe

[android-developers] Re: White screen in my OpenGL application

2009-10-25 Thread Robert Green
Steff, If you want to ensure device compatibility going forward, I'd recommend using the new GLSurfaceView class which was introduced in Android 1.5. It cleared up issues for me and I have to imagine that sticking to it will bring you the best results with new devices. Do you need that pixel fo

[android-developers] Re: App Icon and Label bugs with new HTC Hero phones

2009-10-25 Thread Robert Green
On Oct 25, 2:16 am, Robert Green wrote: > I originally titled this with the word "quirkiness" instead of "bugs" > but after reading the android reference docs, I believe it's a bug. > > I'm having problems with the app icons and labels for the Light Racer &

[android-developers] App Icon and Label bugs with new HTC Hero phones

2009-10-25 Thread Robert Green
I originally titled this with the word "quirkiness" instead of "bugs" but after reading the android reference docs, I believe it's a bug. I'm having problems with the app icons and labels for the Light Racer series of games I've released on Hero. The games seem to run fine but for whatever reaso

[android-developers] Re: White screen in my OpenGL application

2009-10-23 Thread Robert Green
The biggest thing for me that was added in 1.5 was the GLSurfaceView. I had issues but after switching to that everything worked everywhere like magic. Are you using that? On Oct 23, 12:01 pm, Steff wrote: > Hi > > I tried to remove all usage of texture in the app. That did not help. > > Now I

[android-developers] Re: Problem: set projection matrix in GLSurfaceview.onDrawFrame

2009-10-17 Thread Robert Green
I feel like your numbers aren't right. If you want a sixteenth-screen sized view (which it seems you do) in the upper right corner, Here's my initial thought: int left = surfaceWidth * .75f; int bottom = surfaceHeight * .75f; int width = surfaceWidth * .25f; int height = surfaceHeight * .25f; g

[android-developers] Re: Sound in games

2009-10-09 Thread Robert Green
99% of the SoundPool bugs are worked out. It's great for games! I use it in everything I do. On Oct 9, 4:07 am, "yarik...@gmail.com" wrote: > Hi all! > > I have pretty common question: > is there any bug-free way to implement sound effects in a game? > > Or we only have unpredictable SoundPool

[android-developers] Re: Point Sprite support

2009-10-05 Thread Robert Green
Can I guess that you're trying that on the emulator? String extensions = gl.glGetString(GL10.GL_EXTENSIONS); Log.i(TAG, "GL Extensions [" + extensions + "]"); Add that into your Renderer.onSurfaceCreated() so that you can see what extensions are available on the platform you're developing for. I

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Robert Green
ntees 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 whether it's fair or not in the > constructor. > > On Oct 5, 12:10 pm, Robert Green wrote: > > > By

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Robert Green
- I > > However, I don't think that helps much to explain the flickering.  But > I'll reserve judgement until I have a chance to try it :) > > Jeremy > > On Oct 5, 1:10 pm, Robert Green wrote: > > > I just thought of something.  You said your logic thread sleep

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Robert Green
eads >         } >     } > > When I have the notfyAll() call enabled, it flickers badly.  Without > it, I rarely see flickers (still some, though).  That method is called > from the UI thread, and should result in waking up the logic thread. > Any ideas on how / why that affects th

[android-developers] Re: Sound engine performance

2009-10-05 Thread Robert Green
Set a sound trigger schedule in milliseconds. There are many ways to model it. Use whatever you're most comfortable with. The key elements are "what sound to trigger" and "when to trigger it." I wouldn't use absolute time. I'd make it relative to something so that you can pause and resume and

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-04 Thread Robert Green
The G1 reports 65536 for that parameter. On Oct 4, 7:06 am, RichardC wrote: > You could try > > glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value); > > Have not tried this myself but found it in > > http://gpwiki.org/forums/viewtopic.php?t=8839 > > On Oct 4, 7:36 am, Jeremy Slade wrote: > > > I di

[android-developers] Potential issues I've found with the way ADC2 is working for games

2009-09-26 Thread Robert Green
There was a lot to write so I put it in an article here - http://www.rbgrn.net/content/338-adc2-begins-potential-problems-with-game-judging Here's the part I wrote specifically about games: In my opinion: No games are truly original. Almost all games use the capabilities of the platform about e

[android-developers] Re: 3D Primitives in opengl ES (sphere)

2009-09-25 Thread Robert Green
You can skip ahead to creating them in a tool, exporting to obj and importing the obj files into your app/game. I did that for Light Racer 3D - http://www.rbgrn.net/content/313-light-racer-3d-days-1-2-learning-opengl-es There is a code snippet in that article which will import an OBJ file into

[android-developers] Re: Sending/Receiving Java Objects to Server

2009-09-23 Thread Robert Green
I use JSON w/Ruby on Rails as my server. It works fairly well, though I did have to do a little rigging to get errors handled nicely. My vote is to keep going with JSON. All you really need to write is a toJSON() on the server side and fromJSON(JSONObject obj) on the client. It can get a littl

[android-developers] Re: Remote Interface - Parcelables problem...

2009-09-23 Thread Robert Green
Yes, I have done plenty of this now. Here's how I do it: My Parcelable is called an OnlineUser. Here's the important stuff: private OnlineUser(Parcel in) { readFromParcel(in); } public void writeToParcel(Parcel out, int arg1) { writeToPa

[android-developers] Re: OpenGL and pause/resume

2009-09-23 Thread Robert Green
:( > > anyway, thank you a lots for your answers. > > On 22 sep, 19:23, Robert Green wrote: > > > > > You can but you only need the callback information for knowing when > > the surface has been created/modified or destroyed.  The renderer will > > get th

[android-developers] Re: OpenGL and pause/resume

2009-09-22 Thread Robert Green
r.Callback to be notified when the surface is created and > destroy ? > > On 21 sep, 23:15, Robert Green wrote: > > > Check to make sure that at the time of resume, you're not hanging on > > to old surface holders or anything like that.  I use GLSurfaceView > > onP

[android-developers] Re: Making UPNP (Universal Plug and Play) Protocol work for Android

2009-09-22 Thread Robert Green
Satish, You're going to need to dig deeper and find a more technical problem than, "The list feature doesn't work." You're posting about a library that very likely no one on this list has tried to use on Android. Do some more debugging and figure out exactly what isn't working. If you do that

[android-developers] Re: Bug in GL10.texSubImage2D?

2009-09-21 Thread Robert Green
> * Is texSubImage2D broken, in which case I should report it? > > Regards, Mark Gjøl > > On Sep 21, 2:32 am, Robert Green wrote: > > > I'm a little confused by what you're doing. > > > You're first calling texImage2D, which uploads mImg to vram as y

[android-developers] Re: OpenGL and pause/resume

2009-09-21 Thread Robert Green
Check to make sure that at the time of resume, you're not hanging on to old surface holders or anything like that. I use GLSurfaceView onPause and onResume and they work correctly for me on the G1 and Emulator. On Sep 21, 8:18 am, Guian wrote: > well, I did put those lines in the onPause/onResu

[android-developers] Re: how to use gluUnProject

2009-09-21 Thread Robert Green
If you want to pick a rendered object, just check for collisions with a primitive bounding box and a casted ray. 1) Keep a copy of the matrix you use for the projection. 2) Implement this, using that matrix that you kept. For iPhone but easily portable to Android, so long as you know that you

[android-developers] Re: Bug in GL10.texSubImage2D?

2009-09-20 Thread Robert Green
I'm a little confused by what you're doing. You're first calling texImage2D, which uploads mImg to vram as your texture. The very next call you make is texSubImage2D with an offset of 0 and 0, which uploads "texture" to vram, overwriting mImg. I'm assuming that: 1) mImg is 128x128 2) You firs

[android-developers] Re: How to open a dialog immediately after onResume? Is it even possible?

2009-09-19 Thread Robert Green
Yeah. It's easy. Override onCreateDialog() - have it create your dialog. Override onResume() - call showDialog(id). It's the same as any creation of a dialog. I like to declare a constant for each dialog id. The ID you pass from showDialog gets passed into onCreateDialog(int id). So just make

[android-developers] Re: 1.6 SDK Arrow keys (dpad/trackball) dir not changing with orientation?

2009-09-16 Thread Robert Green
Oh I'm certainly crazy. :) On Sep 16, 12:07 pm, Mark Murphy wrote: > Xavier Ducrohet wrote: > > That's a really stupid bug... > > *sigh* > > On the plus side, it means Mr. Green and I aren't crazy. > > Well, OK, it means Mr. Green isn't crazy, a

[android-developers] Re: 1.6 SDK Arrow keys (dpad/trackball) dir not changing with orientation?

2009-09-16 Thread Robert Green
Is this a bug or do you think it was intentional? It's just strange because I'm hitting left/right to go up/down in menus when in landscape. I guess that's not a huge deal but it's really disorienting when trying to develop and test games :/ On Sep 16, 11:28 am, Romain Guy wrote: > >> The devi

[android-developers] Re: Issue of selection 3D vertex (gluUnProject)

2009-09-16 Thread Robert Green
You need to cast a ray from that 2D point in the viewport through the center of the frustum and do a collision check on the bounds of your "clickable" objects. The highest Z object in camera-space would be the closest. On Sep 16, 9:52 am, Great wrote: > I use perspective projection, and paralle

[android-developers] Re: 1.6 SDK Arrow keys (dpad/trackball) dir not changing with orientation?

2009-09-16 Thread Robert Green
Surely I'm not the only one that has noticed this? On Sep 16, 12:44 am, Robert Green wrote: > Just started testing my games in 1.6 and the first thing I notice is > that on the landscape ones, the dpad up/down/left/right orientation > doesn't switch 90 degrees like it d

[android-developers] Re: Donut upgrade and ADC2

2009-09-16 Thread Robert Green
I was wondering the same thing. On Sep 16, 11:21 am, nuno wrote: > Hi all, > > Great that the SDK is released. > > My question is: > - Will Donut be dumped on the phones before or after the user testing > of the ADC apps finish? Because I can see that some apps may crash and > be penalise withou

[android-developers] 1.6 SDK Arrow keys (dpad/trackball) dir not changing with orientation?

2009-09-15 Thread Robert Green
Just started testing my games in 1.6 and the first thing I notice is that on the landscape ones, the dpad up/down/left/right orientation doesn't switch 90 degrees like it did on all emulators before. The device trackball/dpad will still change with orientation (right becomes up on landscape, etc.

[android-developers] SoundPool.stop(streamId) intermittently never returns (freezes) on Android 1.5 on G1

2009-09-15 Thread Robert Green
I've been using SoundPool since Android 1.0 and have always used workarounds to keep it from crashing. In 1.5 it became officially supported so I stopped using my hacks and instead used proper playSound and stop() for loops. As it turns out, when the number of streams is less than or equal to th

[android-developers] Re: Android Market 1.6

2009-09-15 Thread Robert Green
2 Things that could seriously benefit Android market users: 1) "Hot" this week or month - Like mcgowen said - this would allow for new apps being launched to actually be able to stand out if they're really good. 2) A recommender. Did you enjoy this app/game? Try this other app/ game! Users a

[android-developers] Re: New moderation making this list very difficult to read.

2009-09-14 Thread Robert Green
51 pm, Robert Green wrote: > I've been on this list for about a year and just noticed the obvious > forwarding through Pedro today.  I'm all for moderating to avoid spam, > flaming and other problems, but I don't believe that this method is > working.  The list is now

[android-developers] New moderation making this list very difficult to read.

2009-09-14 Thread Robert Green
I've been on this list for about a year and just noticed the obvious forwarding through Pedro today. I'm all for moderating to avoid spam, flaming and other problems, but I don't believe that this method is working. The list is now very difficult to read with the forwards and replied from forwar

[android-developers] Re: ADC2 entries so far...

2009-09-14 Thread Robert Green
o/blog/2009/09/new_android_app_radar_now.html > >         Transport Finderhttp://www.dka-edv.net/android/ > >         TripComputerhttp://www.tripcomputer.pl/ > >         WorldTimehttp://www.lysesoft.com/products/worldtime/index.html > > > Category? > >         Aah - share

[android-developers] Re: OpenGL SegFaults after GLSurfaceView onPause/onResume

2009-09-12 Thread Robert Green
or reload of the textures.  This works ok (Ie: If a phone > call occurs during the game, the user can continue after the call), > however, I have a noticed a lower FPS when it does reload the > textures. > > On Sep 13, 2:28 pm, Robert Green wrote: > > > On my G1 running s

[android-developers] OpenGL SegFaults after GLSurfaceView onPause/onResume

2009-09-12 Thread Robert Green
On my G1 running standard 1.5. I'm using an activity with the content view being a GLSurfaceView. When the activity onPause is called, it calls onPause on the glsurfaceview When the activity onResume is called, it calls onResume on the glsurfaceview When the renderer's onSurfaceChanged is calle

[android-developers] Re: GL DEBUG_CHECK_GL_ERROR throwing UnsupportedOperationExceptions for things that work

2009-09-12 Thread Robert Green
ck for glErrors in a few key spots. On Sep 12, 10:34 pm, Robert Green wrote: > I'm confused by this.  I turned on DEBUG_CHECK_GL_ERROR for my > GLSurfaceView to try to figure out why I'm having a problem on pause/ > resume/reload everything, and when I turned it on, I got an &g

[android-developers] GL DEBUG_CHECK_GL_ERROR throwing UnsupportedOperationExceptions for things that work

2009-09-12 Thread Robert Green
I'm confused by this. I turned on DEBUG_CHECK_GL_ERROR for my GLSurfaceView to try to figure out why I'm having a problem on pause/ resume/reload everything, and when I turned it on, I got an UnsupportedOperationException when calling GL11.glGenBuffers() (for creating Vertex Buffer Objects). Why

[android-developers] Re: Trouble with GLSurfaceView

2009-09-12 Thread Robert Green
Same here. I had problems until I put orientation in the configuration changes field of the manifest for the 3D activity. My app is also landscape. On Sep 12, 11:27 am, David Minor wrote: > What do you mean by "stops working"? > > I had a problem with coming back from sleeping where my app was

[android-developers] Re: Lesson from ADC2 - Polish Your App!

2009-09-11 Thread Robert Green
I'm in the same camp. I was just happy to get a 3D multiplayer game working correctly by the deadline. I spent the next week polishing it up and man have I found a ton of things that I wish I had gotten done in time for the contest. Obvious stuff like VBOs, mipmaps, better orientation handling,

[android-developers] Re: Is it safe to queue KeyEvents and MotionEvents for deferred processing?

2009-09-11 Thread Robert Green
x27;m not allocating either :) On Sep 11, 5:01 am, Robert Green wrote: > Thanks for replying quickly but I'm asking about key and motion events > (touch), not sensor events.  Also the problem I was having was that > for whatever reason, the UI thread was having problems acquiring the &

[android-developers] Re: Is it safe to queue KeyEvents and MotionEvents for deferred processing?

2009-09-11 Thread Robert Green
hich is why I'm asking the question, "Is it safe to queue MotionEvents and KeyEvents for deferred processing?" On Sep 11, 4:42 am, XingChao Wang wrote: > 2009/9/11 Robert Green > > > > > I decided to start pipelining input to increase responsiveness in my >

[android-developers] Is it safe to queue KeyEvents and MotionEvents for deferred processing?

2009-09-11 Thread Robert Green
I decided to start pipelining input to increase responsiveness in my games. Basically what I do is when the activity receives a Key or Motion event, it sends it to a feed method in the game, which encapsulates it with a time and whatever else I need and puts it in a queue then immediately returns

[android-developers] Re: Invitation to connect on LinkedIn

2009-09-11 Thread Robert Green
Now this is good humor. On Sep 11, 4:19 am, Anthony Bisong wrote: > LinkedIn > > > Anthony Bisong requested to add you as a connection on LinkedIn: > -- > > Michele, > > I'd like to add you to my professional network on LinkedIn. > > - Anthony

[android-developers] Re: GL11 Automatic Mipmap Generation not working

2009-09-10 Thread Robert Green
st against the extensions list to see if I need to do them manually or can use the GL11 tex param. On Sep 10, 1:53 pm, Robert Green wrote: > I'd like to add that both the emulator and the G1's GL instances are > GL11, but the automatic generation works correctly in the emulator but &

[android-developers] Re: GL11 Automatic Mipmap Generation not working

2009-09-10 Thread Robert Green
lementation, if it's got any GL11 at all. Why isn't it just an instance of GL10? On Sep 10, 1:46 pm, Robert Green wrote: > I've finally got around to mipmapping a bunch of my textures and > decided to make a fail-safe for GL10/GL11.  My code manually generates > mipmaps if th

[android-developers] GL11 Automatic Mipmap Generation not working

2009-09-10 Thread Robert Green
I've finally got around to mipmapping a bunch of my textures and decided to make a fail-safe for GL10/GL11. My code manually generates mipmaps if the GL instance is only GL10, but if it's GL11, it sets gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); The next line I

[android-developers] Re: MyTouch Lag Problems

2009-09-09 Thread Robert Green
Mike, here's something to try: When handling motion events, process all of the historical data in order as if it's receiving those events like normal, then: Sleep 16 or 32 ms or so. You'll still receive all of the important stuff as historical data but you won't be flooded with events. You'll

[android-developers] Re: Which platform will our ADC2 apps run on?

2009-09-08 Thread Robert Green
If they don't update the market app, how will users gain the ADC2 judging feature? Would anyone from google care to chime in here? On Sep 7, 4:16 pm, Cédric Berger wrote: > On Mon, Sep 7, 2009 at 22:42, Robert Green wrote: > > > It just occured to me today that while w

[android-developers] Which platform will our ADC2 apps run on?

2009-09-07 Thread Robert Green
It just occured to me today that while we targeted 1.5 as the platform for your ADC2 apps, they may be running on 1.6. That led me to wonder about this situation: What if there is a critical bug in the game/app that didn't exist in 1.5 but does on 1.6? Is that fair to judge without being able t

[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience

2009-09-02 Thread Robert Green
I submitted: Category: Action/Arcade Name: Light Racer 3D Trial Description: Futuristic 3D Arena Racer Features: Trial is limited to 5 speed & levels but contains: Full multiplayer (Real-Time 3-way WiFi racing with configurable levels) Easy, Medium, Hard AI Endless play, Speed trials, Campaign

[android-developers] Re: 5 mins to ADC II submission deadline - so what is your submission?

2009-09-01 Thread Robert Green
I submitted a trial version of Light Racer 3D. It's full LAN multiplayer + 5 levels of the full game, which I also released on to the market yesterday. I think I put in 110 hours in the past week to get it done on time. It's submitted to the action category as well. There are dev videos on you

[android-developers] Re: SurfaceView to slow for games? OpenGL necessary to do games?

2009-09-01 Thread Robert Green
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 changing every tick) but it did have a slight impact on performance. I ended up just updating every 10 frames. For my next game I

[android-developers] Re: Testing OpenGL rendering in Java outside of Android?

2009-08-30 Thread Robert Green
I wrote a utility to import OBJ files from Max and I've found that things look nearly identical in the game as they did in the app. Are you doing a lot of dynamic geometry and effects? If not, I'd recommend using a modeling tool and developing a process to import. In my experience, the best too

[android-developers] Re: What is the exact date/time that the ADC2 submission site will be closing?

2009-08-30 Thread Robert Green
Ah yes, there it is. Thanks, Mark! On Aug 30, 2:35 pm, "Mark Murphy" wrote: > > The rules just say Aug 31, but what does that mean? > > You must be reading the wrong rules. > > "5. CHALLENGE TIMELINE: All Entries must be submitted before the end of > the Submission Period. The Submission Period

[android-developers] What is the exact date/time that the ADC2 submission site will be closing?

2009-08-30 Thread Robert Green
The rules just say Aug 31, but what does that mean? Tonight (Aug 30) at 12am PST? Does it mean through Aug 31, so Aug 31, 12am in some timezone? Can we get a more specific time here? Thanks! --~--~-~--~~~---~--~~ You received this message because you are subscri

[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Robert Green
g 28, 7:56 pm, Chris Stratton wrote: > On Aug 28, 7:39 pm, Robert Green wrote: > > > It's no secret that both the HTC Dream and HTC Magic have problems > > with sound from the built-in speaker interfering with the > > accelerometer.  I'm currently having the problem

[android-developers] Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Robert Green
It's no secret that both the HTC Dream and HTC Magic have problems with sound from the built-in speaker interfering with the accelerometer. I'm currently having the problem with my new game and am not sure how I'm supposed to work around it. Quite frankly, the sound is a big part of the game and

[android-developers] Re: Bad OpenGL Emulation?

2009-08-20 Thread Robert Green
try > > On 21 авг, 00:50, Robert Green wrote: > > > I found the problem with the orthographic projection and documented it > > here > > -http://groups.google.com/group/android-developers/browse_thread/threa... > > > Emulator performance is still really bad, th

[android-developers] Re: Bad OpenGL Emulation?

2009-08-20 Thread Robert Green
Hackborn wrote: > For this kind of stuff, you should probably focus mostly on real devices. > Fwiw, the emulator is a software OpenGL implementation written in arm code, > with the arm code being emulated. > > > > On Thu, Aug 20, 2009 at 10:50 AM, Robert Green wrote: > > &

[android-developers] Re: Bad OpenGL Emulation?

2009-08-20 Thread Robert Green
"Dmitry.Skiba" wrote: > > > Hmm, it works for me, both with textured quad (VBO and not) and with > > draw_texture extension. > > > Dmitry > > > On 20 авг, 10:58, Robert Green wrote: > > > > What's everyone's experience with this? &

[android-developers] Re: OpenGL Orthographic Projection problems on emulator (rendering 1/4 size)

2009-08-19 Thread Robert Green
lt; 16, 480 << 16) works on both emulator and device I think it's a bug that the first method doesn't work, but I'll just convert everything to FP and forget about it. On Aug 19, 11:44 pm, Robert Green wrote: > I'm learning that I should be doing all OpenGL work on a

[android-developers] OpenGL Orthographic Projection problems on emulator (rendering 1/4 size)

2009-08-19 Thread Robert Green
I'm learning that I should be doing all OpenGL work on a real device, but I thought I'd throw this out there to see if I'm just doing something wrong or if anyone else has experienced this. I'm targeting 1.5 as the platform so I'm using a GLSurfaceView. In my renderer: public void onSur

[android-developers] Re: Bad OpenGL Emulation?

2009-08-19 Thread Robert Green
your findings. > > > > On Wed, Aug 19, 2009 at 8:58 PM, Robert Green wrote: > > > What's everyone's experience with this? > > > I'm developing a new game and have been having inconsistencies between > > the device and emulator.  The biggest one

[android-developers] Bad OpenGL Emulation?

2009-08-19 Thread Robert Green
What's everyone's experience with this? I'm developing a new game and have been having inconsistencies between the device and emulator. The biggest one for me right now is that the elements I draw with an orthographic projection work correctly on the device, but are 1/2 the size on the emulator.

[android-developers] How to Persist a Bundle?

2009-07-27 Thread Robert Green
I'm well aware of onSaveInstanceState(Bundle b) and the corresponding onCreate and onRestore... What I want to do is persist the bundle somewhere simple where I'll only ever have one at a time. The functionality is to be able to resume a game from its previously stored state - not to be confused

[android-developers] Re: R.java is not being generated

2009-07-24 Thread Daniel Green
it is exactly the same. On Jul 24, 5:56 am, Christian wrote: > Maybe your .project has not the nature or the entry for the builder > anymore? > > On Jul 23, 7:23 pm, Daniel Green wrote: > > > > > I've been working on a project for several weeks now, and just t

[android-developers] R.java is not being generated

2009-07-23 Thread Daniel Green
I've been working on a project for several weeks now, and just tonight I started having a problem. The R.java file is no longer being generated. I've attempted to clean the project (the first time I do this it removes the R.java file but doesn't regenerate it) and have tried uninstalling and reins

[android-developers] R.java is not being generated

2009-07-23 Thread Daniel Green
I've been working on a project for several weeks now, and just tonight I started having a problem. The R.java file is no longer being generated. I've attempted to clean the project (the first time I do this it removes the R.java file but doesn't regenerate it) and have tried uninstalling and reins

[android-developers] Re: Best Practice for overriding both Theme and Theme.Dialog correctly in an app?

2009-07-22 Thread Robert Green
I ended up setting the Theme in the constructor for my dialogs. This isn't my favorite solution but I haven't seen a better one yet. It seems to be either that or have the invoking method pass in the theme on the constructor, which I really don't care for. On Jul 16, 12:10 p

[android-developers] Re: Best Practice for overriding both Theme and Theme.Dialog correctly in an app?

2009-07-16 Thread Robert Green
Surely there is a good solution for this. Anyone? On Jul 15, 1:10 pm, Robert Green wrote: > I use themes in my apps, which generally just extend android:Theme and > then set a bunch of styles. > > I use dialogs made from layouts, but since I set the theme for the > applica

[android-developers] Best Practice for overriding both Theme and Theme.Dialog correctly in an app?

2009-07-15 Thread Robert Green
I use themes in my apps, which generally just extend android:Theme and then set a bunch of styles. I use dialogs made from layouts, but since I set the theme for the application, they have inherited all of the regular styles and no longer carry a border, etc. My question is: How do I say, "I wa

[android-developers] Profiling Andriod apps

2009-06-24 Thread green
Hi, Can I use Eclipse TPTP (Test and Performance Tools Platform) to profile android applications? Thanks. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email t

[android-developers] Re: 2D Double Buffering in Android 1.5 (with Canvas?)

2009-06-11 Thread Robert Green
I'm seeing 9fps on your app. That's way too slow. I have 2 full screen layers, many sprites, full sound and 2 A* algorithms running at 45 FPS. There are many things you must know to do efficiently. I'm not going to list everything I've done here because it would fill up pages but if you take a

[android-developers] Re: Received UDP DatagramPacket's HostAddress is always 10.0.2.2. How do I find the sender of the packet?

2009-06-10 Thread Robert Green
Btw, when I said HostAddress, I just meant DatagramPacket.getAddress ().getHostAddress(), so really I'm talking about its address. I just use getHostAddress() because I don't need anything more than the IP. On Jun 10, 9:35 pm, Robert Green wrote: > So here's what I'm

[android-developers] Received UDP DatagramPacket's HostAddress is always 10.0.2.2. How do I find the sender of the packet?

2009-06-10 Thread Robert Green
So here's what I'm trying to do: Real device at 192.168.1.102 sends UDP broadcasts to 255.255.255.255:31071 Emulator: redir add udp:31071:31071 Emulator receives UDP broadcasts on 0.0.0.0:31071. This all works correctly, and I'm happy about it. The next step is for the emulator to find out wher

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