Re: [android-developers] Re: glDrawElements issue

2013-03-17 Thread Braindrool
Fixed that for me! Thanks. On Saturday, March 16, 2013 2:50:27 AM UTC-5, Jason wrote: > > There are a few things I see here that need some investigation. > > First it looks like you're unbinding the buffer before the actual draw? > > GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); > > Second, in t

Re: [android-developers] Re: glDrawElements issue

2013-03-16 Thread Colton Wehking
As far as the binding buffer part, I'm well aware. As I said I tried everything, different samples and re-arranging in failed attempts. You are correct about the bind buffer data being in a different area of code (in the vbo class.) I'm on mobile right now but will try your suggestion later. If onl

Re: [android-developers] Re: glDrawElements issue

2013-03-16 Thread Jason
There are a few things I see here that need some investigation. First it looks like you're unbinding the buffer before the actual draw? GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); Second, in the work I've done recently I found not appreciable performance improvement from using VBOs vs. stan

Re: [android-developers] Re: glDrawElements issue

2013-03-15 Thread Colton Wehking
Like I said, I've tried everything I can think of. Same result. -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to andro

Re: [android-developers] Re: glDrawElements issue

2013-03-15 Thread bob
Why are you passing a non-zero value in for the stride? I would expect the stride to be zero. On Friday, March 15, 2013 3:47:29 PM UTC-5, Braindrool wrote: > > That's not really the issue, just can't figure out what's wrong with this > > public void onDrawFrame(GL10 unused) { >> >> GLES20

Re: [android-developers] Re: glDrawElements issue

2013-03-15 Thread Colton Wehking
That's not really the issue, just can't figure out what's wrong with this public void onDrawFrame(GL10 unused) { > > GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); > > >> long time = SystemClock.uptimeMillis() % 1L; > > float angleInDegrees = (360.0f / 1.0f) * ((int) time); > > >> Matrix.setI