[android-developers] Re: Application doesnot quit on calling finish()

2009-04-29 Thread quakeboy
@Sudha Hey I have been through the same. I frankly don't believe in what these guys say. No offense here guys but I have experimented myself. Basically the GC is not good. I was using xml for game menus. My game was having this problem for a long time. Finally I removed all the

[android-developers] Re: Insufficient Memory Error when launching application for second time after calling finish() in main activity..

2009-04-29 Thread quakeboy
Hey i found a lot of help with this article http://android-developers.blogspot.com/2009/01/avoiding-memory-leaks.html Hope it helps others too On Apr 22, 5:47 pm, quakeboy prasna...@gmail.com wrote: Thnx for replying SOB.. I found I was using all Animation objects like that and I changed

[android-developers] Re: What is the correct way to refresh UI when I use android:configChanges=keyboardHidden|orientation

2009-04-28 Thread quakeboy
You might want to take a look at setRequestedOrientation if u want to .. On Apr 24, 1:53 pm, Wang He iptvph...@gmail.com wrote: Hi all when I use android:configChanges=keyboardHidden|orientation in my code, the activity will not destroy and recreate when I change from portrait to landscape,

[android-developers] Re: Removing the default interpolator for xml based animation effects for views

2009-04-22 Thread quakeboy
I just had to create a new object like LinearInterpolator linint = new LinearInterpolator(); myanimation.setInterpolator(linint) On Apr 9, 7:33 pm, quakeboy prasna...@gmail.com wrote: When ever I try to animate a view using a simple xml based animation, it seems to have default interpolator

[android-developers] Re: Insufficient Memory Error when launching application for second time after calling finish() in main activity..

2009-04-22 Thread quakeboy
not necessarily mean that your game's process has died. Static references/caches may still be active. On Apr 21, 7:06 am, quakeboy prasna...@gmail.com wrote: I have made a game with just one activity.. I just replace the views when I want to change screen. The game runs fine for a really

[android-developers] Insufficient Memory Error when launching application for second time after calling finish() in main activity..

2009-04-21 Thread quakeboy
I have made a game with just one activity.. I just replace the views when I want to change screen. The game runs fine for a really long time inspite of what ever I do within the game. But once I close the main game, by calling finish on the only activity in the application, and then when I start

[android-developers] Re: Quality of paid applications on the Market...

2009-04-17 Thread quakeboy
We guys have to wait till more shiny good looking, light weight phones hit the market along with the cool new cupcake update.. Once the consumer base increases, we are going to get more companies in and quality apps on the market too.. Compare the consumer base and its no where near the iPhone..

[android-developers] Re: Developing absolute layout - no drag drop click drag in eclipse ??

2009-04-16 Thread quakeboy
Ramirez franktheprogram...@gmail.com wrote: Check outhttp://droiddraw.org/ On Apr 15, 3:24 am, Boba S sbob...@googlemail.com wrote: It would be of great help to me 2009/4/15 quakeboy prasna...@gmail.com I have asked the Flex team in our company to make some app which can

[android-developers] Re: finish() not killing Activity

2009-04-15 Thread quakeboy
down event. On Mon, Apr 13, 2009 at 5:04 AM, quakeboy prasna...@gmail.com wrote: can u give some sample code, technical details about that touch thresholding, I have been trying to implement and I am missing important events On Apr 13, 7:07 am, Ralf ralfo...@gmail.com wrote: On Sun

[android-developers] Re: finish() not killing Activity

2009-04-15 Thread quakeboy
down event. On Mon, Apr 13, 2009 at 5:04 AM, quakeboy prasna...@gmail.com wrote: can u give some sample code, technical details about that touch thresholding, I have been trying to implement and I am missing important events On Apr 13, 7:07 am, Ralf ralfo...@gmail.com wrote: On Sun

[android-developers] Re: Developing absolute layout - no drag drop click drag in eclipse ??

2009-04-15 Thread quakeboy
added support for manipulating views in the layout directly yet. Xav On Thu, Mar 26, 2009 at 12:21 AM, quakeboy prasna...@gmail.com wrote: Hi I am developing an application which uses absolute layout with image views. I am not able to click and drag the images in the layout preview

[android-developers] Re: emulator speed

2009-04-14 Thread quakeboy
I am making a pretty big 2d game (for a mobile) in terms of features and graphics.. All 2d only I dont experience this.. I always find the emulator slightly faster than device.. but my team mates experience what you said.. the difference in my case was the operating system. I use XP and my team

[android-developers] Re: finish() not killing Activity

2009-04-13 Thread quakeboy
can u give some sample code, technical details about that touch thresholding, I have been trying to implement and I am missing important events On Apr 13, 7:07 am, Ralf ralfo...@gmail.com wrote: On Sun, Apr 12, 2009 at 6:28 PM, Todd Sjolander guyfantas...@gmail.com wrote: Marco, your hunch

[android-developers] Re: Black areas during alpha animation on transparent PNGs.. Help !

2009-04-10 Thread quakeboy
Here is the screenshot ... I have compared it.. please take a look and someone help me http://img58.imageshack.us/img58/7016/sample.png this is just a sample.. on my real application due to the colors used, the blackness appears more.. On Mar 19, 9:29 am, quakeboy prasna...@gmail.com

[android-developers] Removing the default interpolator for xml based animation effects for views

2009-04-09 Thread quakeboy
When ever I try to animate a view using a simple xml based animation, it seems to have default interpolator set of some kind as the motion is not truly linear. Is there a way to set the default animation interpolator to linear and remove the lag in the start/end of the animation.

[android-developers] Developing absolute layout - no drag drop click drag in eclipse ??

2009-03-26 Thread quakeboy
Hi I am developing an application which uses absolute layout with image views. I am not able to click and drag the images in the layout preview in eclipse. Is there a setting which can enable that ? --~--~-~--~~~---~--~~ You received this message because you are

[android-developers] Black areas during alpha animation on transparent PNGs.. Help !

2009-03-18 Thread quakeboy
I am currently at the verge of releasing a game for android. While creating menu view animations, for which I use ImageViews in AbsoluteLayout and while changing screen, I have used a custom Alpha animation (I tried built in fadeout also) When I startAnimation on the ImageView, Instead of

[android-developers] Re: Black areas during alpha animation on transparent PNGs.. Help !

2009-03-18 Thread quakeboy
wrote: I think the system might be assuming the ImageView is opaque and so not drawing what's behind it. Try using a custom Drawable in the image view and return the correct value from getOpacity() quakeboy wrote: I am currently at the verge of releasing a game for android. While

[android-developers] Re: Antialias transformed bitmap ??

2009-03-04 Thread quakeboy
(when drawn at a non-multiple-of-90-degrees) filtering will smooth the sampled colors within the bitmap On Tue, Mar 3, 2009 at 7:59 AM, quakeboy prasna...@gmail.com wrote: How to draw antialiased bitmap along with transformation matrices.. I use matrix to rotate and scale a bitmap

[android-developers] Antialias transformed bitmap ??

2009-03-03 Thread quakeboy
How to draw antialiased bitmap along with transformation matrices.. I use matrix to rotate and scale a bitmap and then draw it using canvas.drawBitmap But the bitmap after the transformation looks ugly and aliased. I tried using the paint.antialias(true) and passing it to drawBitmap function. It

[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-26 Thread quakeboy
textures, lighting models, etc, the rendering will slow down. In short, i strongly suggest seperating the user-input(=main) thread and the Open GL drawing code into a seperate thread. It'll keep your app performance predictable and, in the end, better maintainable. On Feb 25, 11:33 pm, quakeboy

[android-developers] Re: how to stretch texture

2009-02-25 Thread quakeboy
what did u change to make it stretch and how was it tiling before ? On Feb 25, 7:19 pm, and.pradeep and.prad...@gmail.com wrote: hey,   i got it just have to map the texture cordinates [0,1] to the quad that has to be drawn. On Feb 25, 6:22 pm, and.pradeep and.prad...@gmail.com wrote:

[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread quakeboy
was using VBOs. But I cannot use VBO due to the nature of the game elements and the changing vertices. Or I am doing something wrong with OpenGL initialization code and pixel format etc ?? On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote: On Feb 25, 11:39 am, quakeboy prasna...@gmail.com

[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread quakeboy
can think about is that its a hardware limitation. On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote: On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote: More info:- I tested by rendering on the touch event only.. frame rate drops only when u touch and drag and here I have

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-22 Thread quakeboy
Actually I need 3d on 2d... I mean the background image (320 x 480) is the performance bottleneck and I need to speed up that part I get 3x frame rate without the background picture alone On Feb 21, 3:27 pm, suhas suhas.ga...@gmail.com wrote: hi quakeboy, if u want to render 2d on 3d

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread quakeboy
difference. On Feb 16, 6:47 pm, Jon Colverson jjc1...@gmail.com wrote: On Feb 16, 12:57 pm, quakeboy prasna...@gmail.com wrote: but still my speed drops when I draw the background as a textured quad. and I am not able to get the drawtexfOES to work. @Jon Can you please help me by posting

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread quakeboy
regards,  suhas On Tue, Feb 17, 2009 at 3:49 PM, quakeboy prasna...@gmail.com wrote: Cool ! It worked... Thanx a lot I wasn't doing anything different than just using the float versions of the same function .. wonder why it wasn't working for me ? I am posting more observations which

[android-developers] A thread useful for whole community - Reply with all working OpenGL ES Extension functions

2009-02-17 Thread quakeboy
I hope this is going to be helpful for the whole community who work on OpenGL ES in Android. Please reply with the extension functions you have used and got it working apart from OpenGL ES 1.0 functions. Post the functions from EGL11, GL11, GL11Ext, GL11Extensions Here is my list of working GL11

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread quakeboy
, quakeboy prasna...@gmail.com wrote: Cool ! It worked... Thanx a lot I wasn't doing anything different than just using the float versions of the same function .. wonder why it wasn't working for me ? I am posting more observations which might help someone else. I can see

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-16 Thread quakeboy
left at 0,0 On Feb 13, 10:30 am, Jon Colverson jjc1...@gmail.com wrote: On Feb 13, 5:06 am, quakeboy prasna...@gmail.com wrote: Thank you very much for your reply. I checked out the extension, I did not know I can add other extensions except the ones in GL10Ext.. I read the jsr239 docs

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy
and tell you the results. Your input has helped me a lot. Thanks. On Feb 13, 10:30 am, Jon Colverson jjc1...@gmail.com wrote: On Feb 13, 5:06 am, quakeboy prasna...@gmail.com wrote: Thank you very much for your reply. I checked out the extension, I did not know I can add other extensions

[android-developers] Re: G1 support for OpenGL ES 1.1?

2009-02-13 Thread quakeboy
Me too waiting for someone from Android team to answer this.. Please.. let us know the details of what is supported in GL11 I have heard that drawTex from GL11Ext was working for a fellow developer online.. On Feb 3, 2:35 am, shaun shashepp...@gmail.com wrote: I sure would love to know more on

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy
wrote: On Fri, Feb 13, 2009 at 1:42 AM, Jon Colverson jjc1...@gmail.com wrote: On Feb 12, 2:50 pm, quakeboy prasna...@gmail.com wrote: I don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy
@Stoyan Thank you very much. I will soon post more info and results after implementing, so that it helps developers in the future. On Feb 13, 2:03 pm, Stoyan Damov stoyan.da...@gmail.com wrote: On Fri, Feb 13, 2009 at 10:53 AM, quakeboy prasna...@gmail.com wrote: Thanx Stoyan for your

[android-developers] 2d background image on a 3d OpenGL game

2009-02-12 Thread quakeboy
Well.. I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed.

[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread quakeboy
samples. I call the draw and render on the touch screen event. but will that cause it slow down soo much ?? I will try that extension and let you know On Feb 13, 4:42 am, Jon Colverson jjc1...@gmail.com wrote: On Feb 12, 2:50 pm, quakeboy prasna...@gmail.com wrote: I don't thinkOpenGLES 1.0 is so