Android :: Cannot Render Large Triangles
Jun 17, 2010
I cannot render a large triangle on android,what I can see is a rectangle,just like the triangle drops a corner This is my vertex array: [-8240, -3540, 10120, -8240, -3540, -3800, -8240, 10582, 10120] and this is my code: gl.glVertexPointer(va.getComponentCount(), gl.GL_SHORT, 6, vertices); gl.glDrawArrays gl.GL_TRIANGLES, 0, 3);
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Aug 7, 2010
I am doing some very basic drawing of triangles in OpenGL, but I am seeing strange rendering errors. When I draw a textured square (two triangles) part of the square is missing or the texture is stretched or corrupted. When I draw a square with no texture, part of the square is missing sometimes. I do not see a pattern to when it works and when it doesn't. It might be broken one run, then after a back button and rerun, it works the next. The triangle that's missing is not one of the triangles used to draw the square. Rather it is part of the first triangle and part of the second triangle. The triangles are the bottom right half and the top left half of the square, but the part missing is the bottom left half of the square.
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Mar 27, 2010
How good is the GPU on the Desire compared to the others? How many triangles can it do per sec? Or however its measured
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Oct 23, 2009
I want make it support multiple screens(small,normal and large).I am 100% sure the all of layouts are working perfectly now, but large screen,the problem is that all XML files of layouts in layout-large can't load,The platform always load default XML file(these are under layout folder) at large screen environment.
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Jan 21, 2010
I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures:......................
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Jun 1, 2009
I am using OpenGL ES and drawing a triangle strip with 4 vertices. The texture I'm drawing was loaded from a PNG using BitmapFactory.decodeStream. I'm confused as to why my images look so bad. I took a screenshot and made the following image, which shows the on-device rendering on top and the actual image on bottom:
http://n4te.com/temp/imgDiff.png
Any idea why there is a difference? I have tried a bunch of different settings but I can't keep it from looking bad.
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Aug 9, 2010
I am developing a program drawing text on screen using android NDK in C native code. Could you please tell me how do I render the text?
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Apr 7, 2010
For some reason my code here (this is the entire thing) doesnt actually render anything besides a red screen..
can anyone tell me why?
CODE:.................
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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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Sep 9, 2009
Great potential development opportunity.
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Dec 28, 2009
I've written a simple widget application based on the wikitionary code. When run on an wvga854 emulator, the widget view does *not* update after a call to...
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Aug 25, 2009
I am trying to write an application, that would allow me to render multiple images onto an ImageView in Android. I can find the method to populate it with a sigle bitmap. But, there seems to be no way of getting two images to render in ImageView (Each occuping half the render space). Any help would be really appreciative.
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Oct 30, 2010
I know you can't take a screenshot without having root access, but is there a way to render an activity and all the contents to an image file?
anyone have code to do this? it would be nice to have any dialogs, menus, etc... as well, but not required.
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Jun 23, 2010
I want to use a WebView to enable dynamic loading of ads in my app. I'm currently running on a HDPI device, and images width a width of 480px are clipped/scrolled. If I use images with a size of 320px, they are zoomed in and rendered at too low a resolution.The content of the loaded WebView url is a simple web page with just an image tag wrapped in a link, as well a simple head. I've tried playing with the viewport meta-tag, but without any luck.
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Aug 19, 2009
I've noticed that OpenGLContext is removed from 1.5. Everybody says that GLSurfaceView should be used instead. Does this mean that there is no way to render OpenGL graphics into a regular View?
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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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Sep 18, 2010
Question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true?
My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste extra memory?
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Aug 8, 2010
I'm working on a site that's supposed to scale fluently down to low resolutions, so that it would work just as well on a phone. This works well in Firefox and Chrome when I just make the window small, but when I try it out on an actual Android phone (Nexus One running Android 2.2), it renders it super-huge! (Using JS's window.innerWidth and window.innerHeight properties, it seems the viewport resolution it reports is 800x1271!.Is there a way to render the page at actual-size in the browser window so I can have my full design show up on the phone? User-agent sniffing is allowed, JS is allowed but discouraged.
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Apr 21, 2010
I'm using a WebViewClient that overrides shouldOverrideUrlLoading so the browsing stays inside the WebView. I initially call loadDataWithBaseURL with some HTML I have in memory, which has links in it. When I click the links, they load correctly in the webView. Everything is good up till now, but when I press back, effectively calling webView.goBack(), the webView loads the failUrl I passed to loadDataWithBaseURL. Why does it work going forward, but not going backward?
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Jul 2, 2010
I am facing in Android display system(Video Rendering using Surface Flinger Native APIs).
As for my understanding, Android display system relies on Surfaceflinger library( a system wide screen composer). Surfaceflinger runs as a service along with Mediaserver service, Camera service, Audioflinger and these services interact with each other through Binder APIs at native level. If any user application wants to access SurfaceFlinger native APIs, it requires Surfaceflinger Access permissions.
My requirement is that I want to create a SurfaceView at the JAVA level (Android Application level) and render video data to that Surface, means, pass video data to the Surface flinger library by invoking native Surface Flinger APIs. But, because of Permission Problems, I am not able to invoke Native Surface Flinger APIs from Application Layer.
Is there any ways to invoke Surface Flinger Native APIs from Application Level ?
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Nov 8, 2009
Running into REALLY interesting problems with OpenGL ES. Basically when I start my program in 1.5 or 1.6 emulator, it works just fine but on HTC Hero 1.5 it does not. The problem is that the vertices are not being rendered but the gl.glClear() command is working just fine. I followed in with the debugger and it does go into the rendering function and such but still not rendering the vertices...
Here is the code in PasteBin (easier to read: http://pastebin.com/m706686e6 )
And here is the same thing pasted here:
CODE:............
Also I got my projection set in 2D ortho projection to match screen coordinates so that's why scale to 50,50 to actually make a bit bigger. I've tried using glDrawElements and glDrawArrays and nothing on the actual phone but works perfectly fine on the actual emulator. Any ideas where I might be going wrong? Why is the actual phone not rendering the vertices like the emulator is?
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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. Here's a pic showing the original texture map image, and then a screencap from my droid of the rendered textured quad. The basic colors are there, but obviously the texture isn't being read or applied correctly.
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Aug 18, 2010
"Important: Before you install SDK components, we recommend that you disable any antivirus programs that may be running on your computer"
Just wondered why and whether it will render the computer vulnerable during that window...
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Sep 11, 2010
Is it just me, or does the Epic not render the phone keypad in landscape? i.e. the keypad disappears when you rotate the phone screen from portrait to landscape. I'm using Launcher Pro. Don't know if that has anything to do with it.
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Sep 16, 2010
I need to render an animation/video form after effects that will run on an Android phone, does anyone know what the best export settings are?
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Jun 22, 2009
I am reading the following URL to test a RSS parser. http://newsrss.bbc.co.uk/rss/newsonline_uk_edition/uk/rss.xm
When using the same code on a Android HTC phone the whole resource cannot be read. There are no exceptions being thrown. I am guessing the rss.xml is too large to be read in? I use a sax parser after the block of code which complains. Code...
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Mar 11, 2009
Is it possible to stream a very large mp3 using MediaPlayer? The mp3 I am interested in is over 270 mb.
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Sep 14, 2009
I'm writing a game for a computer class that I'm currently taking for school. The game has a lot of graphics associated with it (mostly in .png format). There is too much data to simply include it as part of the 'res'. The way i'm currently doing it, is to store all of the graphics in a single zip file, in a folder on the SDCard, e.g., / sdcard/Game/PlayerImages.zip (or whatever). And then i'm using the ZipInputStream to read from those, then using the BitmapFactory to decode the stream and then draw them on the canvas. The problem that I'm having is that this method is terribly slow if I add a lot of images into the zip file. The best way I have found thus far is to name the .png files within the zip numerically, then use a for-loop to jump directly to a specific file, but this is still a very slow way of doing it. I would like to use a single file (like zip) to hold all of the files for several reasons. 1., i'm trying to use a file container so i can simply update graphic 4.png and then push it into the zip file (for example) from a server. 2., because android sees all image files on the sdcard when you open the gallery application. 3., easier to prevent data manipulation by doing an md5/sha-1 checksum on 1 zip file, rather than every time a file is opened if it weren't in a container.
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Apr 5, 2010
In android, to support all the screen resolution, i have created the layout, layout-small, layout-large folder in res folder, and i have .xml file in all the folder. I can get the output in normal screen and small screen resolution, but in large screen emulator i am getting the xml file in normal folder.it is not reading the xml file in large screen emulator. i am using Android 1.6
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Aug 17, 2010
When I test my app, I notice that after some use it has built up a fairly large cache of several Mb. I see this when I go to Menu-
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