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
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
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
Like I said, I've tried everything I can think of. Same result.
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andro
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
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
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