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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Oct 28, 2009
I WAS eyeing the iphone , but when I found out about Droid , I became very interested , much more than iphone. I completely believe in anything os. I can not buy or commit to anything without a bunch of reviews and , of course full specs. So when waited patiently for the countdown to end , I was hoping for an unveiling with meat. Now I've spent an hour and a half everywhere online, but nothing is really new. Has anyone seen an official spec sheet, final copy? I've seen the one that got posted by mistake last week on verizon , but has either motorola or verizon posted anything official? How about reviews, will they come after the 6th, or sooner?
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Jan 6, 2010
I've looked at the tech specs of the Nexus One at the google store -Nexus One Phone - Feature overview & Technical specifications
I'm not that geeked up so, I'm wondering if it looks like the Nexus has anything on the Droid?
The 4 gb micro sd seemed pretty underwhelming to me. I know it's expandable to 32 but still...
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Jul 16, 2010
Crap, looking at my x this morning in direct sunlight i can see 3 specs of dust under the screen! what should i do? Anyone else here with the same problem? I didn't see that yesterday when i got the phone. The dust is not visible when you turn the screen on but just knowing is there is bugging me.
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Nov 26, 2009
From the Motorola site:
POWER up to 360 min / 6 hrs
USAGE TIME (CONTINUOUS)2
BATTERY TYPE
1420 mAh lithium polymer
STANDBY TIME2
up to 325 hrs / 13.5 days
I did away with all the motoblur stuff but I've been having problems with my battery life still.... I've been running a bunch of apps, IMing, emails, wifi etc.... and it's been lasting about 6 hours.
Today I cut everything back using "advanced task manager free" and after about 6 or 7 hours I still only had like 40% left...... no where near anything like the specs.
Six hours continuous talk time? 325 hours standby? Certainly not the way it comes out of the box! Who are they trying to kid? Is anyone getting anything near this? Is there even any way to get close to that? WTF? Does anyone find these specifications deceptive?
My battery might not be the best but it seems to be at least average from what I hear. Please tell me what setting I need to get this kid of battery life!
Some people here have said deep cycling the battery helps but that's supposed to be bad for lipo batteries
Some people also say you need to charge the battery fully before first use or you can ruin it but no other sites mention that.
I want to be able to use gps and apps and wifi and email and IM during the day w/o being tied to a charger all day. I was a dedicated sidekick user but now love the cliq.... except for the battery life.
I thought of getting a spare battery but don't want to lug an extra battery around...... I've seen apps (APNdroid) that shut off the data to conserve battery life but I want to use the features of the phone... that's why I have it....... what's the answer?
Btw: "battery graph" and "spare parts" are great apps to monitor battery usage.
Also, in some places it says the bp6x battery is rated at 1300 mAh and in other is says 1420 mAh but it's the same battery! What's up with that?
Question: What kind of battery life do you experience with "normal" usage? Does anyone know what settings to use to approximate the times noted in the Cliq specifications?
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Jul 19, 2010
Sorry if this has already been asked somewhere because i know its a pretty simple question but i couldnt find the answer anywhere on the forum.
what is the output specs on the HTC Eris power supply/charger? (volts,amps)
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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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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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Aug 2, 2010
1. What size should graphics intended to promote your app in the Market be designed for?
2. What about the larger graphics that depict screenshots of the app in the Market?
3. What size should app icons for devices be?
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Dec 9, 2009
I tried out this app: Fpt System Manager v1.1 Application for Android | Tools
And in the RAM area it currently shows me as having 83MB of RAM available out of 192.5MB of RAM. Obviously because of running apps.
What I'd like to know is how much _total_ RAM is _actually_ in my phone. The model I have is supposed to have 288MB of RAM (Rogers HTC Magic).
Is there an app, or is there some other way, to determine the actual specs of your phone, ie. actual total RAM installed?
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Jun 25, 2010
What are the things that an android developer does to achieve it. So I need to know the basic functionality difference of IPad and other E-readers. I heard about Nook which runs an Android operating system. How do I test my app on that nook, i.e. is there any emulator configuration to test the application of nook? (Because I don't have nook now.) Can you post your suggestions to efficiently develop the application for nook e-reader?I need to know the following:What SDK to use for the nook Android platform.Configuration needs of An Emulator on AVD. Special key functionalities, like previous/next page. Specs and Functionality of Nook.
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Jul 22, 2010
I'm fighting from some time with taking a screenshot of Android OpenGL.The code I found is as follows:In each case the result is a png file which is completely black. I found there is some problem with glReadPixels method but I don't know how to bypass it.
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Jun 30, 2010
I have troubles with OpenGL textures on Motorola Milestone with 2.1 firmware. Each call to glGenTextures fails with error GL_INVALID_OPERATION and sets the id with random numbers. The exact same application works on G1 without any error.
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Jun 8, 2010
There are now two dust specs on the left side of the screen; one on top, and one on the bottom. Has anyone else seen this? Does anyone have any suggestions as to what I should do about this? It seems silly to return the phone and get a new one for something so simple, but if it becomes a large problem, it will not be something I am willing to live with.
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May 13, 2010
Does anyone know if Sprint/BB/RS will get advanced demo units to play with before the 4th? I would love to get my hands on one, the size scares me a bit, I don't want the phone taking up my entire hand when I am talking on it. Plus if I am gonna drop a couple Ben Franklins on something I always like to play with it ahead of time. Plus with this being my first Android experience I would like to make sure I don't mind the interface If not how similar is the incredible, could that give me a good approximation of the EVO size and specs?
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Apr 14, 2010
EVO doubles Hero's processor, internal memory and RAM. I'm wondering how exactly that will translate into daily usage. Mayhaps I should post on the Nexus board since that runs a snapdragon but I'm sure there are people here who have handled both.I'm going to use a few apps I use as an example: Astro File Manager: running the app manager can take 20-30 seconds to fully 'load the packages' to backup/install/uninstall/etc.More Icons Widget: populating the apps list takes 20-30 seconds. aTrackDog: populating the apps list can take 45-60 seconds.
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Jul 17, 2010
Post from XDA...Can someone that has the phone confirm this?Couple of interesting specs - xda-developers. AT&T has posted a new spec sheet on the Captivate here.Couple of things stood out in contrast to information (speculation?) that has been posted on this forum and elsewhere, so wanted to mention them and see if any of the early purchasers can check and confirm.
Memory
Flash (device) Memory16 GB flash memory
Expandable MemorySupports MicroSD cards with up to 16GB of memory
I point these out since some people have assumed that the base specs of the SGS were carried over to the Captivate (e.g., 802.11n, FLAC support, max 32GB MicroSD cards supported). Has anyone checked these on their phones yet?
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Aug 27, 2012
what are the minimum specs that a phone need to have to be selected for Jellybean 4.1 upgrade?
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Oct 29, 2010
why is it we have 326 random access memorie ram and why cant find full amount on specs?
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Nov 3, 2009
I have seen this link on other websites and a few people have been claiming a few things listed on it. I just want to get facts straight and correct the preliminary specifications.
For the Moment, it says it has a 360x640 resolution which is wrong. Everything I have read, including Samsung's website shows 320x480.
It says it has an FM radio and I have seen nothing or the sort anywhere. That would be nice if it did, but can't find anything to confirm this.
It says it has a Stereo loudspeaker. I can't find any specifications for this. Can anyone confirm or reject this claim?
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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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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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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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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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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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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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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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Jun 29, 2010
I'm writing a game engine.
I have a little example (see http://qrcode.kaywa.com/img.php?s=8&d=http://rokonandroid.com/rd.apk), that seems to work fine on every device except Droid / Milestone.
It displays a blue screen (due to glClearColor being set to blue), and nothing more.
I have tried with/without textures, and with/without VBOs. Yet still all blue screens on Droid.
What is unique about Droid and how it handles OpenGL, and why is it doing this?
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Jan 11, 2010
Has anyone found a way to enable antialiasing in OpenGL on any of the Android devices?
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Jul 9, 2010
Can I assume that, if a phone runs Android 2.0, it also supports OpenGL ES 2.0 and thus the graphic hardware has full support for programmable shaders?
IOW, does Android 2.0 as a platform mandate OpenGL ES 2.0 support? Or is it optional?
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