Re: [android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread Miguel Morales
Hey, glad to hear it worked for you. I hadn't thought of using a ViewFlipper, good idea. I'll go ahead and add you to my list of testers. Right now I'm working on the battle system, so it'll be a month or two before the next testing cycle. On Wed, Aug 18, 2010 at 3:52 PM, Jason wrote: > For an

[android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread Jason
For anyone else stumbling in... I achieved my result with a ViewFlipper. 1. Create a simple view and override the onDraw method to display loading status 2. Create a ViewFlipper and add the loading view with index 0 3. Set the flipper to the content of the activity (setContentView) 4. Load the ga

[android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread Jason
Thanks guys. You have all been very helpful! On Aug 19, 5:15 am, Robert Green wrote: > I just load the loading screen textures first and render it in OpenGL > ortho while loading.  I even have a progress bar, though you have to > load in steps to do that. > > On Aug 18, 4:40 am, Miguel Morales

[android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread Robert Green
I just load the loading screen textures first and render it in OpenGL ortho while loading. I even have a progress bar, though you have to load in steps to do that. On Aug 18, 4:40 am, Miguel Morales wrote: > Well, I think the easiest thing for you would be to add an overlay > view on top of your

[android-developers] Re: Switching between normal view and glsurfaceview (game loading screen)

2010-08-18 Thread alan
just render the loading screen in opengl On Aug 18, 7:56 am, Jason wrote: > Hi all, > > I'm trying to find the best way to implement a "loading screen" when > using a GLSurfaceView. > > Basically the situation is this: > > The app (game) loads a bunch of textures into VRAM when the GL surface > i