Android :: Droid OpenGL ES Test Renderer Crash / Why Is So?

Oct 8, 2010

Once again I'm trying to get into openGL, but as usual I choke when passing around vertices/vertixes/whatever and every little detail can lead to disaster (wrong format, initialization not properly set up, where memory are saved, etc.).

My main goal is to use openGL for 2D graphics to speed up performance compared to regular cpu drawing.

Anyways, my openGL Renderer looks like this code...

With an IndexOutOfBoundsException, but I'm sure there are more problems with the code.

Android :: Droid openGL ES test renderer crash / why is so?


General :: Android 4.03 OpenGL ES 2.0 Renderer GlError 1285

Sep 11, 2012

I develop live wallpapers using Opengl ES 2.0 engine. My wallapapers run smooth on 2.x Android Devices , but in 4.03 i see some strange things. when app runs for first time everything goes fine.

But when screen orientation changes , or screen goes off and back on (that causes the renderer to call create surface again) renderer gives the glerror 1285. this error is Out of memory. Screen is flickering and draws objects as they ara doublicated in different locations.

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Android : OpenGL App - Created Rendering Class Which Implements GLSurfaceView.Renderer

Jul 16, 2009

I've created a simple OpenGL app and created a rendering class which implements GLSurfaceView.Renderer. All it does is draw 100 triangles (NUM_OBJECTS = 100) on the screen and move them about, bouncing off the edges. The projection is glOrtho2D and there is no z-buffer. I'm running this on a G1 with continuous redraw enabled.

Here is the onDrawFrame method:

CODE:....................

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Android :: OpenGL Lifecycle Ends With A Crash

Feb 7, 2010

I am having difficulties with the lifecycle of the opengl context. While rendering my scene and the user hits the back button, home button or another application opens in front of my application, my app is still running in the background.

So when my application comes to the foreground later on (user relaunches it or the app that was opened on top of it finishes), my application crashes and leaves me nothing but a GL stack trace which i can't properly decipher.

For rendering i use the GLSurfaceView and therefore delegate the onPause and onResume. The crash happens on the first call to glDrawElements(..).

I have tried to reload my resource (geometry/textures etc.) on onSurfaceChanged but with or without reloading... The problem persists.

This behavior can be observed on all AVD versions of the emulator as well as on the G1.

Here is the gl stacktrace i get.

CODE:.............

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Android :: Opengl Crash After Pause - Unpause App

Nov 8, 2009

I'm writing my opengl native game. Menu is using android api, game field using native lib ( c++ and opengl ). All in one activity ( different views ). If I press Back or Home button ( without overriting onKeyDown() ) all is fine: game just quit to desktop and when I again running, it saving its state. But I was needed to overrite Back and Menu button:

CODE:...............

Than I quit throught Home button and again run it. Sometimes all is fine, but sometimes I see only my menu, and black screen where the opengl must be. What's the problem? Also I was trying to overrite Home button, but seems it's impossible..

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Android :: OpenGL Strange Exception - Nexus One Upgrade To 2.2 Causes App To Crash

Jul 5, 2010

I've made some edits to my application but I'm pretty sure it crashing is linked to my updating my Nexus One. I've included the error as well as all code I think is relevant.

CODE:..................

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Android : How To Test OpenGL

Aug 1, 2010

After a frustrating day of having the Emulator render lines strangely, and then discovering that my G1 renders them exactly as I expect, I am left to wonder how to test OpenGL (using GLSurfaceView).

Is the emulator sufficient to test code for correctness? I ask because I experienced the following on the emulator, but not on the G1, all using Ortho projection.

1) Line width depending on length! I drew a series of lines, most fairly short but several with endpoints close to the edge of the fixed- point number range. The long lines were rendered as wide. The short lines were rendered as 1 pixel wide.

2) Lines exploding to fill the whole screen when not appropriate to the scale (double the scale, line goes from 1/10th screen width to filling screen (or more).

3) Lines not appearing at all if horizontal.

Is the emulator a correct openGL implementation? If I see problems on the emulator, am I likely to see them on some hardware platforms?

Can I use my G1 as a reference platform?

Or do I need a whole slew of phones to verify that an openGl app (scientific graphics, not animated) works across all platforms?

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Android :: Droid Graphical Components (View) Have Their Own Specific Renderer?

Aug 27, 2010

Just curious to know android Graphical components (View) have their own specific renderer or they are using something like AWT, Swing or?

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Motorola Droid X :: Touchscreen Test - Drawing Lines Test

Jul 15, 2010

One more video about the fancy touchscreen of the Droid X. This one has happier results! Check it out at the link below.Droid X Touchscreen Test See you later. you'll know why this post is short when you read the blog. running downstairs!

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Android : GL SurfaceView Renderer Design Needed

Dec 21, 2009

I've been trying to figure out how to get to the current EGLContext from the GLSurfaceView. I looked at the APIs and looked at the code but it doesn't seem like there is any path to it. I could have just missed it - please correct me if I have, but it wasn't obvious. Now, I can totally understand the designer thinking that we should protect people from the context because they can cause bad things to happen but actually it would be nice to have access to swapbuffers so that we can do some effects. Fair enough, though.

The one thing I wanted was to see the current EGLConfig so that I could find out what config attributes I'm getting on weirdly-behaving devices like the Galaxy. It seemed easy enough - it's passed in to Renderer in the onSurfaceCreated method:

public void onSurfaceCreated(GL10 gl, EGLConfig config);

Great! Except wait, you can't query an EGLConfig without an EGLDisplay and that's locked up in the GLSurfaceView. So why is it passed in to the surface created method? Isn't it useless? Accord to GLES spec, an instance of EGLConfig is only good if you have the display/context instances that it was created from.

I didn't try querying it with the default context because it's supposedly invalid but perhaps someone could shed some light on this? I'd love if it were something dumb and obvious that I don't know about.

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Android :: Single Threaded GL - Exchange Events Between View And Renderer

Oct 9, 2009

I was using for sometime now OpenGL initialization code from Api demos and it was quite hard to exchange events between View and Renderer. So, I read pieces of documentation from GLES, EGL from jsr239 and finally made the single threaded GL initialization code which is much simpler than in ApiDemos. Here it is:

import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.egl.EGLContext; import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.egl.EGLSurface; import javax.microedition.khronos.opengles.GL10;

import android.app.Activity; import android.os.Bundle; import android.os.Handler; import.................

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Android :: OpenGL Speed Issue - Code Contribution To Other OpenGL

Feb 25, 2009

Single Threaded OpenGL game ! (check bottom, you can download and use the helper class) Lighting disabled ! Depth Buffer disabled ! Culling enabled ! Textures disabled !

Just 176 integers (x,y values only) making 88 vertexes along with 132 index numbers making "44 triangles only"

Framerates I get is

with GL_BLENDING disabled - 145 fps approx only! enabled - 110 fps approx only!

I have the screenshot of exact code in the draw function here.. just 2 damn lines ! I have hidden only the comments.. click here to see it http://prasna991.googlepages.com/drawframe.png

variable details in the 2 lines of code =========================== ipts = 176 elements (only x and y for each vertex) totallinetriangles * 3 = 176 lineindexes = 132 elements - type "short"

Here is the screenshot of output drawing and how it will look like http://prasna991.googlepages.com/screen.png

OpenGL single threaded Initialization Helper ================================ Here is my OpenGL helper class.. makes the OpenGL initialization for newbies a cakewalk http://prasna991.googlepages.com/OpenGLHelperclass.txt

I tested by rendering on the touch event only.. frame rate drops only when u touch and drag and here I have just tested by tapping and releasing gently on the emulator and on the device

Is this the device limitations ? So graphics is actually a lot lot lot slower than on iPhone ?

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Android :: NDK OpenGL - Mixing Java And Native - C - Calls To OpenGL API

Jul 24, 2010

I would like to be able to use the OpenGL API from both Java and C (via NDK).

In Java, there is a GL object passed, which has all GL methods on it.

In C, you just talk to the native library.

In a single onDrawFrame callback (for which Java is passed a GL), can I use methods on the GL object, and also call NDK methods which access the openGL library?

In other words, is the GL object just a wrapper for the same instance of the native library?

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Android :: How To Transfer Test Fixture File To Device From Unit Test Application?

Sep 24, 2010

I'm writing an Android JUnit test and want to copy/reset a test fixture file (it's an SQLite database file.) If I were within the main application, I know I could just place the file in the assets directory and use getResources().getAssets().open(sourceFile).However, this API appears to be unavailable from the ActivityInstrumentationTestCase2 class.Is there an easy way to copy a file over from the testing PC, or should I just keep a fresh copy of a test fixture on the device and copy it over a temporary file?

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Android :: Error When Unit Test With Activity Instrumentation Test Cas­e 2?

Aug 23, 2009

I am using ActivityInstrumentationTestCase2 to do some test for an activity. I get a button in the setUp() method like this: protected void setUp() throws Exception {super.setUp(); act = getActivity(); btn = Button)act.find ViewById ( R.id.bike_button ); // this button has been defined in layout} Then I use this button to perform a click in a test method like this: public void testBikeButton(){ //click the bike button btn.performClick();}

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Android :: Getting Test Run Failed No Test Results?

Aug 11, 2010

I have never used JUnit before, and now I'm trying to set it up on an Android project.My project under test is fairly complex, including some JNI, but my test project, at the moment, is completely trivial. I have found many examples (that look totally different) online of how to make a test project, but it seems that no matter which one I follow, I get the same results.Here's my JUnit project code:package com.mycompany.myproject.test;
import android.test.AndroidTestCase;public class SimpleTestCaseExample extends Android TestCase {public void test_testOne() {fail("Just Always Fail");When I run, I see the following in Logcat:
stdout INSTRUMENTATION_STATUS: numtests=2
stdout INSTRUMENTATION_STATUS: test=test_testOne
stdout INSTRUMENTATION_STATUS_CODE: 0
stdout INSTRUMENTATION_STATUS: id=InstrumentationTestRunner
stdout INSTRUMENTATION_STATUS: current=2
stdout INSTRUMENTATION_STATUS: class=com.mycompany.myproject.test.SimpleTestCaseExample
stdout INSTRUMENTATION_STATUS: stream=
stdout INSTRUMENTATION_STATUS: numtests=2
stdout INSTRUMENTATION_STATUS: test=testAndroidTestCaseSetupProperly
stdout INSTRUMENTATION_STATUS_CODE: 1
stdout INSTRUMENTATION_STATUS: id=InstrumentationTestRunner
stdout INSTRUMENTATION_STATUS: current=2
stdout INSTRUMENTATION_STATUS: class=com.mycompany.myproject.test.SimpleTestCaseExample
stdout INSTRUMENTATION_STATUS: stream=.
stdout INSTRUMENTATION_STATUS: numtests=2
stdout INSTRUMENTATION_STATUS: test=testAndroidTestCaseSetupProperly
stdout INSTRUMENTATION_STATUS_CODE: 0
stdout INSTRUMENTATION_RESULT: stream=
stdout Test results for InstrumentationTestRunner=..
stdout Time: 0.07
stdout OK (2 tests)
stdout INSTRUMENTATION_CODE: -1
But, I get the following in the Console:Launching instrumentation android.test. Instrumentation TestRunner on device emulator-5554 Collecting test information Test run failed: No test results I have tried a variety of different things, messing with the basic TestCase class, or the TestSuite class, or a variety of other options. I tried to just go for the most trivial example because I'm really still trying to learn how this works.Whatever I try, I see this error.

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Android :: Is It Unit Test Or An Integration Test?

Nov 9, 2010

I'm working on a school project and I'm researching testing possibilities for Android applications. On this page: http: // developer . android . com/ resources / tutorials /testing /hello android. Google writes about a unit test. Is this really a unit test? A Unit test will not integrate all classes and will not test in his context. So my opinion is it is not a Unit Test but an Integration Test.

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Missing Target Class To Test In Test Application?

Nov 10, 2011

I have a project (that compiles and runs in the emulator.) I have a test project that tests part of this project. This test project also compiles with no problems, but when I try to run (test) it in the emulator, I get a NoClassDefFoundError exception on one of the classes my test class tests (I hope that made sense!) when it starts to run in the emulator. This is coming out of the adb log. I looked in the bin directory (of the test project) for the missing class, but could not find it... Should it be there? I found no reference (apk, etc) of the project I am trying to test either in the test projects bin directory. How does the test project get the classes it needs to test against (in the classpath, I assume.) How do the tested classes get moved to the emulator? I did try running the app before testing, so I know it is installed and runs correctly. BTW, I am using netbeans with the nbandroid plugin.

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Android :: Android And Junit Reports Test Run Failed - No Test Results

Jul 16, 2010

I am unable to integrate Junit with Android. I am using Junit 3, I have also tried Junit4.
package* com.android.test;
import* com.android.MyActivity;
import* android.app.Activity; *
import* android.test.ActivityInstrumentationTestCase2;
public* *class* TestMyView *extends *
ActivityInstrumentationTestCase2<MyActivity> {
Activity myActivity ;
*public* TestMyView(String pkg, Class<MyActivity> activityClass) {
*super*(pkg, activityClass);
myActivity = getActivity() ;

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Android :: Program Crash On Moto Droid And G1

Mar 16, 2010

I have made a program that reads in a txt file of the users choice from the sd-card into and edittext window. I am reading in the file using a strings and a vector. This seems to work fine on most phones except on moto droid and g1.

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Android :: CheckBox Test - (CheckBox) FindViewById (R.id.test) - Returns Null

Mar 17, 2009

why CheckBox is always null.

<CheckBox id="@+id/checkbox" android:layout_width="wrap_content" android:layout_height="wrap_content" />
code file-
package com.reblogr.reblogrclient;
public class Test extends Activity { /** Called when the activity is first created. */
public CheckBox checkbox;
@Override public void onCreate(Bundle savedInstanceState) { ....................

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Android :: Opengl In Droid 2D UI / What's Function?

Apr 8, 2010

In android 2D UI, what's the function of opengl?

graphic system draw picture and text by skia->opengl->framebuffer, so in 2D UI what's the function of opengl?

in bootable/recovery/minigui the recoverty mini UI just display some png and text, why does it use opengl ?

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Motorola Droid :: SMS Crash And Delete

Nov 11, 2009

i started texting this morning as i always do and after a few texts the sms application kept force closing and the only way to stop it was to restart the phone and when it came back all my texts were gone. I wanna say I had about 1000 texts. Is this a common android issue? This seems extremely problematic.

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Android :: SIGSEGV 11 OpenGL - Only On Droid - Not 2.0 Emulator

Nov 10, 2009

We are getting a SIGSEGV 11 when launching our OpenGL activity. Here is the logcat. It appears to happen on Droid Hardware, but not the 2.0 Emulator. We are trying to do some testing to see if we can slowly build up some code to cause a crash.

CODE:....................

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Android :: Blank Textures On Droid (OpenGL)

Dec 28, 2009

I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.

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Android :: Opengl Visual Artifacts On Droid

Aug 14, 2010

A user sent me a screenshot of visual artifacting on droid. Apparently it only happens with multi-texturing enabled. --> Screenshot: http://adamhammer.ca/images/stories/cap201008140037.jpg

If I understand correctly though the GPU in the Droid 1 is ES2.0 Compliant, so it should have at least 2 texture units, any idea why I'm getting this weird look in my app on the Droid 1?

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Android :: Droid Reboot When Using VBO In Opengl Es Codes

Apr 5, 2010

I am working on a app which render geometrics with VBO in NDK opengl, it works in other phone, but in Motola Droid, it will cause the devices reboot.

The logs like next.

CODE:.........................

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Android :: Motorola Droid OpenGL ES Specs?

Oct 28, 2009

I just got my hands on this phone.

Here's my summary:

1) It's really fast. Runs all my games at max framerates.

2) The screen is 16:9 and will probably mess with your layouts and games and stuff.

3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU speed.

I believe the hardware supports OpenGL ES 2.0 but since Android doesn't, there's no way to use it right now. I did, however, dump all of the GL extensions and put them alongside the G1 and Emulator extension lists into this handy-dandy article - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs

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Android :: Use Opengl 2.0 On Droid With Framebuffer And renderbuffer?

Oct 31, 2010

How to do with the framebuffer and renderbuffer?

when we develop on iphone the function "presentRenderbuffe" is working.but on android ,how to display the renderbuffer? (![context presentRenderbuffer:GL_RENDERBUFFER])

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Android :: Tutorial To Use Opengl Interface In Droid Ndk?

Mar 22, 2010

If i wanna use the opengl interface in android ndk, then will it be possible to show
me a simple tutorial to let me master the android ndk?
i just wanna know how to operate in android ndk first.

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