Android :: Maximum Texture Units - Emulator Setup

Apr 30, 2010

this is just an issue with how the emulator is setup, but I'm not sure.

I'm (natively) calling this:

int maxt = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt);
__android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max textures %d", maxt);

This only outputs 2... could it be possible that I'm going to be allowed only 2 textures? That seems impossible... GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose you could lay everything out on a couple of 4096x 4096 images (seems a bit crazy) but anyway... Am I just running into one of things that will be different per phone processor?

Android :: Maximum Texture Units - emulator setup


Android :: Location Distance Between Units / Emulator

Feb 24, 2010

1) I have not been able to find out in which units Location.distance Between receives the latitude and longitude. Is it degrees or micro degrees? Whats the unit for the distance returned? 2) In windows XP using Eclipse 3.3.2. Emulator does not send coordinates properly. Either it by hand or by loading a gpx file the location Listener is not invoked. This same code I have tried it in Ubuntu and works fine. Does someone know how can I solve this? In the office there is no linux installed and I can take my personal laptop.

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Android :: Opengl Texture Working On Emulator But Not On HTC HERO

Jul 14, 2010

In my application, I have a NDK native code that uses OpenGL 1.0 to apply a texture to a rectangle in order to draw an image on the screen. It is working fine on the emulator, but when I test it on the HTC HERO android device, it only draws a white rectangle without texture. Anybody else had the same problem? Did anybody find a solution?

Here is how I initialize openGL in native code:

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

And here is how I draw the frame in native code:

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

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Android :: Texture Appears White In Real Device But Not In Emulator

Jul 23, 2009

Texture appears white in the real device but not in the emulator, Ive already tried to find the solution in other POSTS but none of the solutions worked. The problem that I have is that the loaded texture not displayed in the real device (G1, firmware 1.5). If I turn of the texture and put a color in the geometry, it works fine. Details: the file that Im loading has width and height power of 2. And I tried with .bmp and .png files, for both I had the same problem. My code: METHOD used to load texture: private int loadTexture (GL10 gl, Bitmap bmp) int[] tmp_tex= new int[1]; gl.glGenTextures(1, tmp_tex, 0.

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Android :: Setup Emulator Proxy Settings

Oct 15, 2009

I want to to use the browser inside the Android Emulator, and i want to use the proxy settings on my machine, how can i setup this.

Reading the very good manuals of android, they tell me i should start android using the following command

emulator -avd myavd -http-proxy http://168.192.1.2:3300

But still am not able to use the emulator browser. am using the IPAddress for my proxy server.

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Android :: Emulator / Host Network Setup Issue

Oct 22, 2010

I am trying to test some udp networking between emulator and host and I have a problem with setup. I assigned address 10.0.2.14 to the host interface with 10.0.2.1 as gateway.. Can't ping 10.0.2.15 from my host, neither can i ping 10.0.2.14 from emulator. Ping from emulator to 10.0.2.2 works fine - I can capture that ICMP traffic on the loop back interface of my host, so ICMP works, but how can i create traffic from the host to emulator? Can someone point me how to make it work? Note: firewall on my host is disabled.

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Android :: Softkeyboard In Landscape Mode Does Not Pop Up In Droid Emulator / Need Setup?

Apr 30, 2010

In android emulator, I am in landscape mode and double click the text edit panel. the softkeyboard does not show up. However, it works in portrait mode.

I have check some of posts on line. They said because of hardkeyboard is available in landscape mode. If that so, how can i disable the hardkeyboard. Or is there any setting reason for this problem?

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Android :: Setup Android Emulator To Access The LAN Of Host Machine

Jun 9, 2010

I would like to access a web service provided by one of the machines on my LAN from the android emulator.

If the service was running on the same machine where the emulator is running (called host), I could add a network redirection and access the 10.0.2.2 (host loopback interface in the emulator) with the correct port.

However it is running on another machine on the LAN. I guess I could add another redirection on the host additionally to the above one (would have to fight with iptables though ... ), but does a more simple solution exist ?

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Android :: How To Setup "Gallery" AP In Phone Emulator?

Mar 17, 2010

How to trace the "Gallery" in the Eclipse?

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Android :: Skin Size 800x600px - How To Setup An Emulator With This Size

May 7, 2009

Hi,

I would like to see how my app works on a 800x600 android netbook. how can i setup an emulator with this size?

thanks chris

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Android :: How To Get Maps In Metric Units?

Jul 8, 2009

This may be in the wrong forum, but I can't figure out where else to post it.
The maps app (the one from google your phone comes with by default) only shows routes in feet and miles. Is there no way to get it in meters? I can't find any settings for this!

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Android :: How Do I Define / Standardize Units In My 3D App?

Mar 20, 2010

I'm starting to design my object graph for an OpenGL ES 1.1 app on Android. What's advisable when it comes to actually drawing my triangles and controlling their size? Should I store all the vertices in units relative to each other and then multiply them by a value I pass during a draw(GL10 gl)? Would this approach have any impact when it comes time to do frustum culling?

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Android :: What Are Units Of Event.values?

Aug 23, 2009

I am experimenting with orientation sensor, register it like this: SesnorManager sensor_manager = (SensorManager)getSystemService (Context.SENSOR_SERVICE); Sensor sensor_orientation = sensor_manager.getSensorList (SensorManager.SENSOR_ORIENTATION).get(0); sensor_manager.register Listener(sensor_listener, sensor_orientation, SensorManager.SENSOR_DELAY_UI); and then read the orientation values in the sensor event listener: private final SensorEventListener sensor_listener = new SensorEventListener() { ... float sensor_data_x = event.values[SensorManager.DATA_X];}

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General :: How Many Storage Units Android OS Have

Nov 2, 2012

How many storage units Android OS have? Including a possible microSD external Card.

Internal Storage, internal memory?! Whats the difference and location in file system folders?

When an app is installed from market where does it go?

In application manager, in most apps there is an option "Move to SD card"...

If I have an external micro SD Card and choose this apps option "Move to SD card" where the heck is suppose to going the app or some part of it? (Data? Apk? Cache?) It's not in external microSD Card! So what is "Move to SD Card".

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Android :: What Units Does Location.get Altitude Return In?

May 4, 2009

I live in an area which is 9 feet above sea level, and when I call getAltitude I get back a value less than -10. Am I doing something wrong, is my device a failure, or is there some nifty scale that I don't know about?

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Android :: Isolating Units / Writing Tests

Jul 23, 2010

My project has the run-of-the-mill HTTP calls to fetch XML files, parsing the XML files, and creating domain objects. Those objects are later used in the actions and services of the Android app, I'd like to isolate that code. I also want to write tests for it. What are some good ways of doing this? Creating an Android Library doesn't seem appropriate. The tests would have to be in a separate project. And there are no services or activities in the extracted HTTP and XML related code. So the test suite doesn't have to be an Android test suite, it could be regular JUnit tests.

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Android :: Hard-coding Button's Width In Dimension Units

Aug 1, 2010

I've got the hard-coded layout, consisting of buttons, and need to enlarge some of them. I found Button's method setWidth(int value), accepting width in pixels, but I need to set value in dp. So, how can I set dp value in program code?

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Android :: Default Measuring Units Pixels / Density Independent

Aug 13, 2009

in xml file we can define measuring units along with the values. If I want to set some property through code it only takes "int" value. What is the default unit for this int? px(pixels) or dp(density independent pixels) ?

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General :: How FM And HandsFree Is Implemented In 2DIN Android 2.3 Head-units

May 15, 2013

I have seen several 2DIN car headunits that has Android 2.3 supports FM Radio and Handsfree and can be controlled through the UI itself. how is it implemented?

eg: In eBay, search for item No : 130862564199

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HTC 4G :: Evo Test Units In Stores

May 15, 2010

I just played with a test unit in Atlanta at the South Cobb Radio Shack store. It was a sprint employee who is making the rounds to different stores and talk to customers. Freakin' sweet. I have to run to a b'day party, but it is beyond amazing. Not too heavy, fits in your pant pockets very well. Meow!

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HTC EVO 4G :: Which Phone Will Sell More Units? / EVO Vs IPhone?

May 8, 2010

1st month, US sales...the EVO vs the new iPhone - which will sell more units?

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Android :: Basic OpenGL ES Texture

Jun 29, 2010

I'm having great difficulty getting basic textures to work in an OpenGL ES app on my Droid (2.1-update1). I trying to render a simple textured quad - four vertices, two faces, with normals and texture coords. When rendered, the texture is garbled and full of static, similar to TV noise. The basic colors from the texture map are there, but obviously the texture isn't being read or applied correctly. My texture load sequence is simple : int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); Bitmap bmp = BitmapFactory.decodeResource(cx.getResources(), R.drawable.img); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);...

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Android :: OpenGL Texture Corrupted?

Aug 11, 2009

I took the source from API demos (TriangleRenderer.java) Here's the code on how textures are loaded in onSurfaceCreated():.....................

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Android :: OpenGL Texture Scaling

Feb 18, 2010

I have a texture with 8 equally sized stripes that I am using as a wall with OpenGL. On my Nexus One it scales it properly However, in emulators and on a G1 (and probably on other hardware), it does not scale properly, as the stripes remain the same width, while the height scales as it should. Is there an option that I need to set that is set to default on my nexus one but not on other platforms?

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Android :: Transparent Texture In OpenGL ES

Mar 2, 2010

I'm trying to set the transparency of a texture on a quad in opengl, playing with the blend functions didn't help neither did anything on google.

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Android :: OpenGL - ES Texture Bleeding

Oct 18, 2010

I am writing a small app that at the moment generates a random map of textures. I am drawing this map as a 10 x 15 group of "quads" which are infact all triangle strips. I use the "map" to grab an int which I then take as the location of the texture for this square in the textureAtlas. so for example 0 is the bottom left "tile". The atlas is 128 x 128 and split into 32 pixel tiles.

However I seem to be getting some odd artifacts where the texture from the one tile is creeping in to the next tile. I wondered if it was the image itself but as far as I can tell the pixels are exactly where they should be. I then looked at the texture coords I was specifying but they all look exact (0.0, 0.25, 0.5, 0.75, 1.0 - splitting it into the 4 rows and columns I would expect). The odd thing is if I run it on the emulator I do not get any artifacts.

Is there a setting I am missing which would cause bleeding of 1 pixel? It seemed to only be vertical too - this could be related to on the phone I am "stretching" the image in that direction as the phone's screen is larger than normal in that direction..............

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Android :: OpenGL Texture And GlDrawTexfOES

Nov 10, 2010

The following is piece of code in which I'm trying to draw 3 pieces of my background using glDrawTexfOES. The 3 pieces should look like green grass.

public void onDrawFrame(GL10 gl) {

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();

gl.glFrontFace(GL10.GL_CW);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);

gl.glBindTexture(GL10.GL_TEXTURE_2D, grass);

gl.glColor4x(0x10000, 0x00000, 0x10000, 0x10000);

((GL11Ext) gl).glDrawTexfOES(0.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(32.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(64.0f, 0.0f, -8.0f, 32, 32);
}

why my textures won't display correctly would be most appreciated! On a related note, for building a simple 2D tiled game is glDrawTexfOES the most efficient method for generating the tiled background?

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Android :: How To Texture Map Onto A Curved Surface?

Oct 17, 2010

I'm attempting to create a 3d game using OpenGL. I have a very basic world and am now working on a character. I want to map a texture to the head which will be oval shaped. How do I do the mapping? I know how to map to flat surface. I'm wondering if the normals can be used to help but I've never done this before and when I search Google I don't have any luck. I'm planning on doing this all programmatically and not using Blender or Maya if that makes any difference.

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HTC Incredible :: Verizon In - Store Display Units?

Apr 19, 2010

Does anyone know when display units will be available to try out in the Verizon stores? Will they not be there until the 4/29 release date? I'd really like to have the hands-on opportunity before I plunk down a couple of Benjamin's on this phone.

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Android :: Render String To Texture And OpenGL ES

Apr 8, 2010

I've googled around everywhere, but cannot find much for rendering strings to textures and then displaying that texture on a quad on the screen. Can someone provide a run-down on the process or provide good resources that describe how? Is rendering strings to textures even the best method for displaying text in an Android OpenGL ES app?

Okay, so LabelMaker interferes with alpha blending, the texture (created from a PNG with a transparent background) now has a solid black background, rather than a transparent background. If I comment out all the LabelMaker-related code, it works fine.

UPDATE:
Nevermind. I took a look at the code to find that LabelMaker was disabling blending after drawing the labels.

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