I believe I have found a graphics bug introduced in the 1.5 platform.
I'm looking for some confirmation (or a description of what I'm doing
wrong) before reporting it as a real bug.
I have a SurfaceView that fills the screen and on top of that I have a
LinearLayout that wraps some other component
You definitely need to do your game loop on a different thread. If
your game loop is running in the main UI thread then while it is
running the screen can't update and you can't get input events. The UI
thread is what does these things.
On Apr 15, 10:25 pm, Warren wrote:
> Sarnoth,
I can't really say without seeing more of the code, but based on your
description of the problem I wonder if your thread is in fact a
separate thread or if the run method is simply being executed in the
main UI thread. Something worth checking. You can log
Thread.currentThread().getName() from ins
Haven't we been over this before?
http://groups.google.com/group/android-developers/browse_thread/thread/bd020f8b809a6e56/e8b9520e43410abd
On Apr 14, 2:53 am, Neo wrote:
> My app has 4 activities on the stack A->B->C->D (top)
>
> If you press home and re-enter the application, another instance
I posted with this same problem before and then it just seemed to
"disappear" so I replied to my own post with a "never mind, it works
now" and no real resolution. Well, as I've continued to develop I've
run in to it again and figured out what is going on. There is a
problem with the development e
complete background in this mode. If I have the time I
> certainly would like to try it. I now have the alpha issue working
> using the solution above.
>
> Cheers
>
> On Mar 23, 3:35 am, Sarnoth wrote:
>
> > I have been frustrated by the lack of support for sprites, bu
I have been frustrated by the lack of support for sprites, but I came
up with an idea that is backwards (literally) but might work. I
haven't tested it to make sure it works as expected or to evaluate its
speed. If you try it yourself I would be interested in the results.
Use the same key color f
I was expecting to find a way to handle sprites with a color-keyed
background but I haven't found a way. This is certainly on my wish
list for future SDKs.
There is AvoidXfermode but it does the opposite of what we want,
keying off of a color on the destination instead of on the source.
I've had
I've been playing around with various drawing techniques myself and
came across a few things that might help you (and others). It seems
that the preferred color mode of the G1 is RGB_454 if you don't
specify another type for your surface, and it runs much faster in this
mode. When drawing on such
I agree with Dianne about trying to use what is available to make your
application as flexible as possible. But I also get the impression
that people are asking these kinds of questions because they want to
write games, not "standard" apps. There can be cases when for purposes
of speed or over all
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