on HTC devices?
>
> I don't get any black squares around the particles with my Quad
> approach either.
>
> On Oct 22, 12:59 pm, Nightwolf wrote:
>
>
>
> > Did you get a sample project I sent you earlier? It uses point sprites
> > and has no black squares
Did you get a sample project I sent you earlier? It uses point sprites
and has no black squares around particles.
On 21 окт, 15:20, MobileVisuals wrote:
> I solved this problem now for the morphed animation. I used a TreSet
> for the sorting. I made a Quad class and and added the quads to the
> t
What are you trying to achieve?
Just create a single texture with 6 different square images in it,
modify texture coordinates in your example and you'll get different
images on each face.
This way is also faster than drawing each face separately and
switching texture for each face.
On 18 окт, 12:0
Probably your source texture image has no any transparency. That's why
black squares are visible. Setting alpha to 0.25f makes your stars
look faded. You should not change the alpha value in glColor4f. You
should prepare star image with transparency.
Anyway I still think that it's possible to get a
AFAIK it is possible to specify point size array along with vertex
array. Enabling point sprites turns points to textured quads. Turn on
bilinear filtering and alpha test or blending. Of course the texture
should depict a star.
On 29 сен, 23:26, Kostya Vasilyev wrote:
> 29.09.2011 23:01, MobileVi
Point sprites can be used to display stars in space.
On 27 сен, 11:26, MobileVisuals wrote:
> I need Point attenuation to produce space animations with shining
> particles, which look like stars. How can I achieve that effect
> without using Point attenuation?
> Do you mean that I should make sma
Building Aggressively Compatible Android Games
http://www.badlogicgames.com/wordpress/?p=1921
On 22 авг, 23:59, Zwiebel wrote:
> Thanks for the help!
>
> On aug. 22, 07:20, Appaholics wrote:
>
>
>
> > Use 9-patch images to have them scaled properly. As for the rest of it use a
> > game engine.
Try using bitmap with power of two dimensions or even square bitmap
with power of two dimensions. Something like 64*64 or 128*128.
On 16 июл, 19:00, odrya12 wrote:
> I tried everything..
> Source:
> Texture class:
> public class XAndroidTexture
> {
> private int[] textures = new int[1];
>
Starting emulator is just like turning on a phone. Usually a phone
displays lock screen at startup so does emulator.
On Jun 14, 12:54 am, Jonathan Zhong
wrote:
> Hi,
>
> I'm new to Android development. I apologize if my question is too simple
> to be posted to this group, but I have not found a s
Establish Bluetooth or WiFi connection between devices and go ahead.
On Jun 2, 11:36 pm, Coolestkid92 wrote:
> Hey, I was wondering if there is a way to use an android phone as a
> controller for a tablet game? I have seen this done with iOS, and I
> see many possibilities for this in android gam
The only suggestion I have is that some thread does not allow to work
other threads. Turning profiling on slows down this thread so others
have more chances to do their work.
On May 25, 3:41 pm, Habba wrote:
> Hi,
>
> I'm working on a game which uses OpenGL 1.1 and Android 2.3
>
> 95% of the code
Use audio track and mix any source to any channel.
http://developer.android.com/intl/de/reference/android/media/AudioTrack.html
On May 17, 10:13 am, Raghav Sood wrote:
> Hi,
>
> Is it possible to play two audio files at once, one of which is played
> through the right earphone and the other throu
Take a look at the Lunar Lander from API Demos.
On May 17, 6:53 am, Heuristic wrote:
> Thanks for the reply, Dianne. I wished I had got your answer before I
> made further changes earlier - I draw the drawings onto another image
> buffer and copy the image buffer back to the real image view. (Thi
Calling native functions for rendering from
GLSurfaceView.onDrawFrame() works.
Texture loading goes to onSurfaceCreated().
On Apr 23, 4:54 pm, Ash McConnell wrote:
> Hi Folks,
>
> I am new to Android coding. I am trying to convert an iPhone app and
> would like to keep the core c++ code in tact
Do you use textures and store images in res\drawable?
Try storing them in drawable-nodpi.
On Mar 28, 12:42 am, joe bain wrote:
> Hi all,
>
> I'm about to release a game and have been developing without a min sdk
> version set in the manifest. The game uses opengl in a GLSurfaceView
> but now I ha
http://box2d.org/manual.html
On Mar 28, 6:32 pm, Lord_Peter wrote:
> Hi,
> I making game for Android. I wish to my game had elements of physics.
> I installed box2d on my project.
> My question:
> how to make an object that could fall, jump, etc?
> Do you have any examples how to add physics with
http://developer.android.com/intl/de/guide/topics/media/index.html
Playing from a Raw Resource
MediaPlayer mp = MediaPlayer.create(context, R.raw.sound_file_1);
mp.start();
On Mar 24, 12:42 pm, Nikolay Yanev wrote:
> How can I set mp3 for background music in my app?
--
You received this mes
If text is static then you need texture (picture) with label "Dog",
apply it to a quad (two triangles that form up a rectangle).
On Mar 21, 11:48 am, a a wrote:
> Hi all,
>
> How can i write a tag like string "Dog" on the picture. Can anyone
> paste his/her code on here?
--
You received this
http://developer.android.com/intl/zh-CN/guide/topics/media/index.html
On 27 фев, 06:27, Ankur Avlani wrote:
> Hi,
>
> I have developed an application in Android using Webview. Now i want to
> play a music in background. The Mp3 file will come from a URL dynamically.
> Any pointers would be hel
There are no restrictions on x and y values. Method call is expensive
operation in comparison to simple assignment. In this case having
getter methods make your code slower with no other benefits (other
than your satisfaction).
Write your own class and use Point class as a base. Add all desired
met
Just use public x and y fields.
On Feb 17, 8:50 am, Raja Nagendra Kumar
wrote:
> Hi,
>
> The point class at android.graphics.Point has no getter methods
> (getX() and getY()).
> How does one use Point in general and what is its value as Data
> Structure for co-ordinates.
> I am surprised and curi
Do you redraw entire canvas each frame?
http://developer.android.com/intl/de/reference/android/view/SurfaceHolder.html#lockCanvas()
The content of the Surface is never preserved between unlockCanvas()
and lockCanvas(), for this reason, every pixel within the Surface area
must be written.
On Feb 1
Have you looked at logcat? Are there any suspicious messages?
Probably there's a problem with freeing bitmaps and you run out of
memory.
On Feb 14, 5:21 am, peter wrote:
> Greetings,
>
> I've been having an interesting problem with a game I'm developing.
>
> The game is being built using the coco
libgdx allows you to develop mostly on PC and then generate apk for
android.
Unity engine has iPhone and Android targets. However android version
will cost you.
On Jan 20, 3:30 am, brian purgert wrote:
> Well, I,ve decided that I want to make my next game a diffrent way, after
> learning alot, i
adMob allows using adSense as ads source.
In case of adSense (without adMob) you have to register account and
mention that you're going to show ads in mobile application.
On Jan 19, 11:39 pm, Mik wrote:
> On Jan 18, 6:52 pm, ko5tik wrote:
>
> > It is available but not for everybody - you have to
There's a limit on the SMS number. Look it up.
On Jan 18, 12:43 am, john wrote:
> If I run my program with 2 phone numbers it works but if I run with
> with like 100 I get the "Generic Failure". any way to make my program
> not sent 2nd text until the 1 first one is back?
--
You received this
Probably you just need some flag signaling that your hardware isn't
ready. Rendering thread always runs without blocking, checks for this
flag and do not do certain things (may be render function just returns
right away). UI thread sets the flag and then rendering thread checks
for it.
On 9 янв, 1
Just my observation.
I was trying to use ogg in my project.
Shared libvorbisfile uses static libogg. My final shared library uses
libvorbisfile.
For some reason it works on Galaxy S (Android 2.2) and doesn't on G1
(Android 1.6).
So I had to merge libogg and libvorbisfile into one static library
tha
The first obviously wrong thing is creating new objects in
onDrawFrame.
AFAIK buffers passed to glVertexPointer and glTexCoordPointer have to
be direct buffers. Take a look at APIDemos.
Allocation code should look similar to this
bb = ByteBuffer.allocateDirect();
bb.order(ByteOrder.nativeOrder())
Quadrant benchmark displays GPU info.
On 28 дек, 12:21, 陈彧堃 wrote:
> thanks, but it can only display CPU information.
>
>
>
> On Tue, Dec 28, 2010 at 2:31 PM, patrick wrote:
> > You can use the application "android system info" in the android
> > market
>
> > On 28 déc, 00:24, 陈彧堃 wrote:
> > >
Biker is hard to see on game background.
Controls aren't very intuitive. It seems that releasing finger doesn't
mean releasing throttle. If it's really the case then there should be
some indication on the screen about current acceleration level. Texts
in menus are somewhat hard to read. In fact eve
Enclose contents of your cpp with following
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
On 22 дек, 14:30, TobyKaos
wrote:
> Hello, I first run samples found in androind ndk and I create my own
> in C. I successfully print a hello world with c function.
>
> but now I wan
Searching for secu4 on the Android Market lists BlueWathDog for
android 2.x (one result).
My Galaxy S is running Android 2.2
On Dec 16, 3:47 pm, Laurent Lugon wrote:
> Hi all,
>
> I have published an application on the market and I find it with different
> android 2.x phone. The problem is when
Try to render static part of the screen twice so both back and front
buffers have the same content.
However I think it's better to render static scene, store it as
texture and draw simple quad at the beginning of each frame.
On Nov 14, 7:42 pm, Jeff Boody wrote:
> >I do not do a gl.glClear(GL10.G
Set desired screen orientation for your activity in android manifest
file.
On Oct 28, 1:09 am, deki wrote:
> Is there a way to make sure onSurfaceCreated is called only once
> during startup.
>
> Currently in my app it gets called once with say 800x480 then it gets
> called a second time with 480
Try reducing texture resolution.
128x128 texture for each of 6 sides of the cube. That means you do 6
texture switches to draw one cube. 10 cubes - 60 texture switches per
one scene.
Use one texture for all your cubes and see what you get.
On 25 окт, 16:40, gambiting wrote:
> Hi there,
>
> I am c
Google removed infringing app upon our request.
On 13 окт, 22:00, Moto wrote:
> Oh man... I was actually thinking this could happen to me any time
> soon and now that it happen to you I'm even more worried!
>
> I guess I'm gonna have to invest some money for protecting my
> application :( it alre
ly on one device you won't
get large install base.
On 14 окт, 18:22, Tudor Tihan wrote:
> Thank you all for your answers.
>
> @Nightwolf: That link was much appreciated. I also found this
> benchmark comparison, how do the results
> look to
> you:http://www.glbenchmark.com/c
http://androidandme.com/2010/10/news/3dmarkmobile-gpu-showdown-adreno-205-vs-powervr-sgx540/
Those are the fastest.
However if install base matters then you should target the least
capable device.
On 13 окт, 19:31, Tudor Tihan wrote:
> Hello everyone,
>
> What do you think is the best phone for
d in the whole history of market
> > crapiness : The account of this guy should be deleted. period.
>
> > As soon as GOOGLE receive the first C&D letter and checked that it is
> > indeed exactly the same app, boom !! Even if all the other apps are
> > his own work.
Thank you for the answers.
We reported about infringement to adMob and Google. AdMob advised to
file C&D to Google and we did so.
On 4 окт, 21:44, "{ Devdroid }" wrote:
> On 4 October 2010 19:14, Nightwolf wrote:
>
> > Recently I've discovered that our app
Recently I've discovered that our app Little Python is distributed by
developer who call himself Adam Gates. He renamed our app to snake,
replaced icon and changed AdMob id.
He has 55 published apps. Please take a look may be you'll find yours.
Is there any way to shut him down? Please advise.
--
Implement OnSeekBarChangeListener for your seekBar and handle
onProgressChanged().
On Oct 1, 8:51 am, Ashok Jeevan wrote:
> Hi,
>
> I am using seekBar to show the progress of the video which I implemented
> using Media Player / Video View.
>
> But as the thumb of the seekBar is moved back and for
path.addArc(oval, startAngle, sweepAngle)
path.addArc(oval, 0, 180)
On 27 сен, 15:19, dadada wrote:
> hi,
>
> how do i draw a semicircle using a path?
>
> thanks,
> bryan
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this gro
What is your game? I could try it on G1 with 1.6.
On Sep 20, 9:42 pm, Leigh McRae
wrote:
> My game is crashing on the HTC Hero and I have managed to get a user
> to send me their log. I don't see a Java stack trace at all. It
> looks like it's crashing in the OpenGL driver. I was wondering how
AFAIK emulator comes with software rasterization that doesn't support
2.0.
You should use real device for that.
On Aug 23, 6:07 am, choi wrote:
> It tested on the Emulator. not a device.
>
> On 8월23일, 오전11시01분, choi wrote:
>
>
>
> > Hello,
>
> > I am testing the opengl es 2.0 on the Froyo(SDK2.2
Why do you set GL_TEXTURE_MIN_FILTER twice? Replace one of the calls
with GL_TEXTURE_MAG_FILTER.
On Aug 10, 5:22 am, Mike wrote:
> Welp, I did even better. I went out and bought a Droid from
> Craigslist.
>
> I logged the height and width of the bitmaps at each of the mipmap
> levels and here's t
There's a chance that your 2D stuff is behind 3D stuff. Turning depth
test off is a good idea for drawing UI.
gl.glDisable(GL10.GL_DEPTH_TEST);
Does drawing 2D alone work?
On Jun 27, 4:01 pm, Navigateur wrote:
> Can somebody take me step-by-step how to draw 2D stuff over a 3D scene
> (such as c
Part of my texture loading code looks like this:
final Bitmap bitmap =
BitmapFactory.decodeResource(context.getResources(), resId);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Following lines should be somewhere in initialization:
// Blending Function For Translucency
Only Gallery app is allowed right now.
On Jun 16, 7:58 am, Stuart Reynolds wrote:
> Any word on whether the EVO can display the phone screen to a monitor?
>
> Thanks
> - Stuart
>
>
>
> On Fri, May 28, 2010 at 5:42 PM, Mark Murphy wrote:
> > Wayne Wenthin wrote:
> >> don't some of the newer phone
My guess is to use just stop() without checking for isPlaying.
And instead of recreating mediaPlayer on each button press call stop()
and prepare().
On Jun 15, 7:38 pm, "Jeff B." wrote:
> To avoid any confusion, I don't know if I made it clear that the code
> I have listed is currently working.
Such things should be definitely tested on a device. We had such issue
in the past. Even tried to make some optimizations. However switching
to a real phone showed that we were moving in the wrong direction.
On Jun 10, 8:17 pm, satlan esh wrote:
> I am testing some OpenGL code on the emulator, an
Try to measure time needed to render each frame.
May be something's wrong with your game logic. For ex. thread
calculating new ingame positions is called too often and takes
precedence over rendering thread.
On Jun 14, 8:14 pm, "czimm...@exit4gaming.com"
wrote:
> I have an issue with the OpenGL g
Sometimes users enter profanity as their nick name. Are there any
means to avoid that with ScoreLoop? If the answer is positive then
what are the supported languages?
Is it possible to attach a picture to user record?
On May 29, 11:28 am, Prenitha wrote:
> Hi Neil,
>
> We have posted the answer t
Another way is to use single MediaPlayer and call reset(),
setDataSource(), prepare() and start().
There could be some delays though, at least for the first time.
BTW the last time I tried SoundPool it was impossible to have more
than 1 MB of sounds. SoundPool uses uncompressed audio and I didn't
ht="fill_parent">
On 3 фев, 08:06, satish bhoyar wrote:
> Thanks for the reply Nightwolf ,
> But sorry i did not understood it..
> please can u tell me clearly.
>
> thanks
> sat
>
>
>
> On Tue, F
Try to place regular view on top of your GLSurfaceView and use
TextView on this regular view.
On 1 фев, 14:19, satish bhoyar wrote:
> Hi please tell me some thing about this problem...
>
> thanks
>
> On Fri, Jan 29, 2010 at 6:49 PM, satish bhoyar wrote:
>
>
>
> > Hi all,
>
> > I am developing the
According to OpenGL ES spec:
Only two combinations of format and type are accepted.
The first is format RGBA and type UNSIGNED BYTE. The second is an
implementation-chosen format. The values of format and type for this
format may be determined by calling GetIntegerv
with the symbolic constants IMP
It seems that starting from android 1.6 there is no need in "sleep"
workaround. Tried this on HTC G1.
On 16 дек, 12:58, Mobile wrote:
> I have several complaints from Moto DROID users who experience lags
> while touching.
>
> In my app I implement the recommended workaround with two threads and
>
There is also useful video
Using CDT for Android Native
http://cdtdoug.blogspot.com/2009/09/using-cdt-for-android-native.html
It would be great to know how to debug native code.
On 16 дек, 06:26, datoudatou wrote:
> hi Robert Green,
>
> great thanks.
>
> i have tried your method, it really wor
It should be allocateDirect instead of allocate.
On 14 дек, 02:22, billconan wrote:
> hello guys,
>
> i'm trying to draw a very simple 2D triangle with opengl. but i have
> exception "illegal parameters"
>
> the problematic line is
>
> gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mVertexBuffer
You should try it.
At least combinations like "w+a+space" work. I haven't try with
special keys though.
My app that needs to handle multiple key presses has boolean array for
each action (turn left or right, fire etc.). Corresponding array
elements are set in onKeyDown and onKeyUp event handlers.
http://developer.android.com/reference/android/media/SoundPool.html
Sounds can be looped by setting a non-zero loop value. A value of -1
causes the sound to loop forever.
soundPool.play(soundPoolMap.get(sound), streamVolume, streamVolume,
1,
-1, 1f);
On 24 ноя, 17:35, Jags wrote:
> I am using so
This might help
http://www.anddev.org/how_to_get_opengl_screenshot__useful_programing_hint-t829.html
On 22 ноя, 00:45, Ben Gotow wrote:
> Hey everyone,
>
> I'm porting an OpenGL app from the iPhone to Android, and I need to
> render OpenGL content to a texture. Since framebuffers are not
> availa
You need any SIM card with data access to pass initial screen (of
course if your phone is unlocked and accept any SIM) . After that SIM
card can be removed.
On 19 ноя, 08:54, Nathan wrote:
> Just to update everyone.
>
> In the absence of guidance on what will run 2.0, I decided against Dev
> 2 or
It's possible to have regular view on top of the GLSurfaceView and use
TextView for text.
On 17 ноя, 17:11, "Kevin S." wrote:
> >It's not that bad, you can just copy the LabelMaker and NumericSprite
>
> classes and then call them in the same way that example does in the
> render.<
>
> That's good
"Only 20% of all installs are legal, other 80% are in
piracy hands."
I believe that in case of perfect copy protection only few of that 80%
would buy your app.
On 16 ноя, 14:12, AlexK wrote:
> Our company starts today anti-piracy initiative against piracy that
> already happened on Android Marke
Actually I don't understand the need to separate rendering and game
logic threads. If game state isn't changed there is nothing new to
draw. Why bother rendering the same frame several times? It makes
sense if there are two game state sets. For ex. OpenGL thread renders
current frame using current
Android Blog says about updating judging application.
On 11 ноя, 19:31, cpick wrote:
> I was under the impression that after initial submission, ADC2 would
> not allow any updates to the apps.
>
> On Nov 11, 12:55 am, victor wrote:
>
>
>
> > i find my application is in ADC2 Round2 from Android
There is a problem with Garbage Collector. You should be really
careful to avoid producing too much garbage. While your game itself
doesn't invoke GC in several minutes other apps still do. So there
will be slowdown. If it's a fast arcade game user may miss the bad guy
or fall into pit and will be
What's about your apk size?
Did you try to uninstall app?
On 11 ноя, 02:16, Shani wrote:
> did you ever figure this out? im having the same issue.
>
> On Oct 19, 2:35 am, manoj wrote:
>
>
>
> > Hi all,
>
> > I am trying to install an app on emulator.
>
> > I am getting this error: Installation e
It seems that SoundPool can't allocate more than 1 MB.
SoundPool stores uncompressed audio. Does anyone know is it possible
to control uncompressed audio characteristics? That would allow
storing relatively lengthy sounds.
On 10 ноя, 22:18, Nikolay Ananiev wrote:
> I had the same problem. All my
What's wrong with Samsung Galaxy in terms of 3D?
On 10 ноя, 08:17, "SoftwareForMe.com SoftwareForMe.com"
wrote:
> Personally, I find all Android phones to be excellent for development.
>
> However, here are some things I would consider before deciding.
>
> Let's consider these devices:
> HTC G1
>
Do you use exactly this code?
There should be two underscore symbols.
#ifdef __cplusplus
extern "C" {
#endif
On 4 ноя, 13:47, zenoname wrote:
> Hello,
>
> I'm trying to create a simple project with the Android NDK.
> I created a jni library which is calling a function from a shared C*
> library.
You should try writing some test application with SoundPool. It's
possible that you'll run out of memory sooner than you expect. It
seems that SoundPool can't allocate more than 1 MB and uncompressed
audio reaches this limit pretty quick.
On 2 ноя, 17:09, "renato.grottesi" wrote:
> I'm an Android
Try adding invalidate() in your translate() method instead of
this.draw(_myCanvas);.
On Oct 25, 2:37 pm, "stephane.cast...@gmail.com"
wrote:
> Hi!
> I have a problem with one of my app. I try to make a paint application
> but nothing is draw on the screen (except the first circle which is
> draw
I have no such statistics. According to Google blog the target was
about 100 ratings per application.
On Oct 26, 11:36 am, Omer Saatcioglu wrote:
> Hi,
>
> I submitted an app to ADC 2 and I had the chance to track user
> statistics over my server. As I observed that only 125 users used my
> app
Thank you Jason.
I was hoping it's possible with Java.
Do you use Direct Buffers to pass data from Java to C?
image.getPixels() probably creates a copy of actual image. And it also
seems as an area for improvements.
On Oct 21, 9:49 pm, Jason Proctor
wrote:
> i implemented some full-screen fade
I want to try some fade/blur effect like in winamp visualization plug-
ins.
getPixel/setPixel way is very slow and do not allow to achieve decent
frame rate. Direct access to pixels array could speed up processing.
--~--~-~--~~~---~--~~
You received this message bec
Try this solution
public boolean onTouchEvent(final MotionEvent event) {
try {
Thread.sleep(50);
} catch (final InterruptedException e) {
}
return super.onTouchEvent(event);
}
On Oct 19, 7:00 am, Eric
You need a SIM card with data plan in order to tie your G1 to your
Google account. After that you can use your G1 without SIM card.
On Oct 3, 1:36 am, Thomas wrote:
> I bought a used T-mobile G1 without a sim card for internet
> development. For my purposes the wi-fi should provide enough
> in
Take a look at demo apps from SDK. Some of them draw a cube. You need
to do similar thing to display a sphere. AFAIK there is no way to draw
3D sphere using some single command. You need to generate vertices,
put them in vertex buffer and call DrawArrays or DrawElements
function.
On Sep 25, 5:14
Image view with layout_width and layout_height set to fill_parent"
should help.
On Sep 3, 1:14 pm, Honest wrote:
> Hello,
>
> My application required to draw image on full screen. now the phone
> screen size will be different. So will i have to make different image
> for each phone or i can use
Another solution is to display regular view on top of the 3D view.
On Sep 2, 8:14 am, Robert Green wrote:
> Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
> uploading that texture for each update. It did work to upload the new
> texture every frame (score changing every ti
Take a look at the examples from Android SDK - JetBoy, LunarLander,
Snake and APIDemos of course.
On Sep 2, 5:49 pm, Naresh Kumar wrote:
> thank u sir
>
> On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA) <
>
>
>
> yusuf.s...@t-mobile.com> wrote:
>
> > Hello, there are several ways to do
I don't know why you are getting 0. But onSurfaceChanged is good place
to create textures. Placing texture creation/loading code inside of
onDrawFrame is bad idea.
On Aug 30, 12:24 pm, deki wrote:
> I am calling glGenTextures inside onDrawFrame and I am always getting
> 0.
>
> Calling glGenTextu
If the problem is with glGenTextures then why not to generate texture
ids pool beforehand?
On Aug 27, 8:59 am, Dan Sherman wrote:
> I'm converting an app I've written from Canvas to OpenGL, and not having too
> hard of a time yet.
>
> However, I've run into one snag that I can't seem to get arou
You should redraw the whole canvas. It's possible to lock only part of
the canvas though. SurfaceView is intended for game applications that
refresh their screen very often.
On Aug 10, 7:59 am, SChaser wrote:
> I wrote a little test program that has a custom SurfaceView class and
> some buttons
I think things aren't that bad. Take a look at Armadillo Roll.
Checking DDMS showed that GC was't invoked during watching demo flyby
and playing the game for 3-4 minutes.
On Jul 29, 12:57 pm, Paul Thomas
wrote:
> Thanks for your helpful comments, everybody.
>
> 2009/7/28 smartpixgames :
>
> > In
Use event.getX() and event.getY(). Values are > 0 for one direction
and < 0 for another.
On Jul 27, 10:48 pm, hap 497 wrote:
> On Sat, Jul 25, 2009 at 2:49 AM, lucky4me wrote:
>
> > See "Controlling the Emulator"
>
> >http://developer.android.com/guide/developing/tools/emulator.html#con...
>
>
You mentioned onFling. Do you use touch controls? May be you should
employ workaround with calling sleep because without that touch and
trackball events create huge cpu load.
On Jul 23, 11:26 pm, Jason Van Anden
wrote:
> It is not b/c of the GC. Garbage does accumulate ... but I am triggering
>
One solution is to create a path and add lines to it to form a
rectangle you need. Another way is to rotate canvas itself.
On Jul 25, 1:44 pm, Saurav Mukherjee
wrote:
> by a diagonal rectangle, do u mean a parallelogram?
>
> On Sat, Jul 25, 2009 at 12:40 PM, sagar.indianic
> wrote:
>
>
>
>
>
> >
Everything you need is in PathEffects.java of API Demos.
mPaint.setPathEffect( new DashPathEffect(new float[] { 15, 5, 8, 5 },
phase) );
On Jul 18, 3:00 pm, karthikr wrote:
> I had a look at the demos but i am not able to find out as to how to
> draw a dotted rectangle.
>
> Can someone help me o
In texture loading function please try the following
gl.glGenTextures(1, texID, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texID[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEA
Do you have sample project to reproduce issue or may be screenshot
with a trail?
On Jun 19, 3:41 am, HeyChinaski wrote:
> I'm animating a an ImageView from the right to the left of the screen
> using a translate animation. The ImageView is place inside a
> RelativeLayout over the top of my main
s().open(myFile);
> Bitmap bitmap=BitmapFactory.decodeStream(is);
>
> and after that i set my ImaveView sith setImageBitmap(bitmap).
>
> thanks u alot nightwolf
>
> Cheers
>
> On Jul 2, 10:28 am, qLabs wrote:
>
>
>
> > First, thanks for replying.
>
>
It's possible to store files to assets directory of your Android
project and access them like this
final InputStream is = context.getAssets().open("myfile.txt");
Asset files like resource files are included into application package
and you only need to install apk as usual.
For other approaches
Try using the following:
Rect bounds = new Rect();
mFontPaint.getTextBounds(mText, 0, mText.length(), bounds);
mCanvasBitmap.drawText(mText, 0, bounds.height(), mFontPaint);
On Jun 25, 1:20 am, sleith wrote:
> thx for reply
> did u mean font's paint?
> i believe it's not that the font is cannot
wrote:
> Thank you Nightwolf.
> I want to choose the Kube when I touch on the Kube face in order to
> rotate Kube.
> My idea is:
> 1. to get vertices of Kube to compose a polygon(2D);
> 2. judge if the touch point locates in the polygon;
> As you said, the cube coordinates
Cube coordinates are stored in vertices array in Cube.java.
Rotating effect is achieved via model view matrix modification
(glTranslate and glRotate commands). Original vertex data isn't
modified.
On Jun 17, 8:30 pm, quill wrote:
> Hi all,
> I'm modifying Kube(api demo) to a game, does anyone wh
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