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
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
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
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
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
5 matches
Mail list logo