Hey i found a lot of help with this article
http://android-developers.blogspot.com/2009/01/avoiding-memory-leaks.html
Hope it helps others too
On Apr 22, 5:47 pm, quakeboy wrote:
> Thnx for replying SOB..
> I found I was using all Animation objects like that and I changed it.
>
>
@Sudha
Hey I have been through the same. I frankly don't believe in what
these guys say. No offense here guys but I have experimented myself.
Basically the GC is not good.
I was using xml for game menus. My game was having this problem for a
long time. Finally I removed all the @drawable/ from t
You might want to take a look at setRequestedOrientation if u want
to ..
On Apr 24, 1:53 pm, Wang He wrote:
> Hi all
>
> when I use android:configChanges="keyboardHidden|orientation" in my
> code, the activity will not destroy and recreate when I change from
> portrait to landscape, only onConfi
y mean that
> your game's process has died. Static references/caches may still be
> active.
>
> On Apr 21, 7:06 am, quakeboy wrote:
>
> > I have made a game with just one activity.. I just replace the views
> > when I want to change screen. The game runs fine for a rea
no one is replying...
Generally I find the G1 screen saturating the colors of images too
much..
also this problem still exists..
while on iPhone settings Alpha to 50% or 255/2
works fine and doesn't show any black areas
On Apr 10, 7:33 pm, quakeboy wrote:
> Here is the screenshot ..
I just had to create a new object like
LinearInterpolator linint = new LinearInterpolator();
myanimation.setInterpolator(linint)
On Apr 9, 7:33 pm, quakeboy wrote:
> When ever I try to animate a view using a simple xml based animation,
> it seems to have default interpolator set of som
I have made a game with just one activity.. I just replace the views
when I want to change screen. The game runs fine for a really long
time inspite of what ever I do within the game.
But once I close the main game, by calling finish on the only activity
in the application, and then when I start
We guys have to wait till more shiny good looking, light weight phones
hit the market along with the cool new cupcake update..
Once the consumer base increases, we are going to get more companies
in and quality apps on the market too..
Compare the consumer base and its no where near the iPhone..
> wrote:
>
> > Check outhttp://droiddraw.org/
>
> > On Apr 15, 3:24 am, Boba S wrote:
>
> > > It would be of great help to me
>
> > > 2009/4/15 quakeboy
>
> > > > I have asked the Flex team in our company to make some app which can
&
g'n'drop support but we haven't added support for manipulating
> > views in the layout directly yet.
>
> > Xav
>
> > On Thu, Mar 26, 2009 at 12:21 AM, quakeboy wrote:
>
> > > Hi I am developing an application which uses absolute layout with
> > &g
iginal down event.
>
>
>
> On Mon, Apr 13, 2009 at 5:04 AM, quakeboy wrote:
>
> > can u give some sample code, technical details about that touch
> > thresholding, I have been trying to implement and I am missing
> > important events
>
> > On Apr 13, 7:07 a
iginal down event.
>
>
>
> On Mon, Apr 13, 2009 at 5:04 AM, quakeboy wrote:
>
> > can u give some sample code, technical details about that touch
> > thresholding, I have been trying to implement and I am missing
> > important events
>
> > On Apr 13, 7:07 a
I am making a pretty big 2d game (for a mobile) in terms of features
and graphics.. All 2d only
I dont experience this.. I always find the emulator slightly faster
than device..
but my team mates experience what you said.. the difference in my case
was the operating system.
I use XP and my team m
can u give some sample code, technical details about that touch
thresholding, I have been trying to implement and I am missing
important events
On Apr 13, 7:07 am, Ralf wrote:
> On Sun, Apr 12, 2009 at 6:28 PM, Todd Sjolander
> wrote:
>
> > Marco, your hunch was right. I was somehow creating
Here is the screenshot ... I have compared it..
please take a look and someone help me
http://img58.imageshack.us/img58/7016/sample.png
this is just a sample.. on my real application due to the colors used,
the blackness appears more..
On Mar 19, 9:29 am, quakeboy wrote:
> No. It is
When ever I try to animate a view using a simple xml based animation,
it seems to have default interpolator set of some kind as the motion
is not truly linear.
Is there a way to set the default animation interpolator to linear and
remove the lag in the start/end of the animation.
--~--~-~
Hi I am developing an application which uses absolute layout with
image views. I am not able to click and drag the images in the layout
preview in eclipse. Is there a setting which can enable that ?
--~--~-~--~~~---~--~~
You received this message because you are sub
hink the system might be assuming the ImageView is opaque and so not
> drawing what's behind it.
>
> Try using a custom Drawable in the image view and return the correct
> value from getOpacity()
>
> quakeboy wrote:
> > I am currently at the verge of releasing a game for
I am currently at the verge of releasing a game for android. While
creating menu view animations, for which I use ImageViews in
AbsoluteLayout and while changing screen, I have used a custom Alpha
animation (I tried built in fadeout also)
When I startAnimation on the ImageView, Instead of reducin
rawn at a non-multiple-of-90-degrees)
> filtering will smooth the sampled colors within the bitmap
>
>
>
>
>
> On Tue, Mar 3, 2009 at 7:59 AM, quakeboy wrote:
>
> > How to draw antialiased bitmap along with transformation matrices.. I
> > use matrix to rot
How to draw antialiased bitmap along with transformation matrices.. I
use matrix to rotate and scale a bitmap and then draw it using
canvas.drawBitmap
But the bitmap after the transformation looks ugly and aliased. I
tried using the paint.antialias(true) and passing it to drawBitmap
function. It
ore vertices, adding textures,
> lighting models, etc, the rendering will slow down.
>
> In short, i strongly suggest seperating the user-input(=main) thread
> and the Open GL drawing code into a seperate thread. It'll keep your
> app performance predictable and, in the end,
can think about is that
its a hardware limitation.
On Feb 26, 2:15 am, Jon Colverson wrote:
> On Feb 25, 11:39 am, quakeboy wrote:
>
> > More info:-
> > I tested by rendering on the touch event only.. frame rate drops only
> > when u touch and drag
> > and here I h
using VBOs. But I cannot use VBO due to the nature of the game
elements and the changing vertices.
Or I am doing something wrong with OpenGL initialization code and
pixel format etc ??
On Feb 26, 2:15 am, Jon Colverson wrote:
> On Feb 25, 11:39 am, quakeboy wrote:
>
> > More info:-
what did u change to make it stretch and how was it tiling before ?
On Feb 25, 7:19 pm, "and.pradeep" wrote:
> hey,
> i got it just have to map the texture cordinates [0,1] to the quad
> that has to be drawn.
>
> On Feb 25, 6:22 pm, "and.pradeep" wrote:
>
> > hi,
> > i am applying textur
Actually I need 3d on 2d... I mean the background image (320 x 480) is
the performance bottleneck and I need to speed up that part
I get 3x frame rate without the background picture alone
On Feb 21, 3:27 pm, suhas wrote:
> hi quakeboy,
> if u want to render 2d on 3d then just use view
ent ... one
> > > hint to handle touch event is keep constant fps (not dependent on device)
> > > and ur tocuh event will be handled properly
> > > regards,
> > > suhas
>
> > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote:
>
> >
I hope this is going to be helpful for the whole community who work on
OpenGL ES in Android.
Please reply with the extension functions you have used and got it
working apart from OpenGL ES 1.0 functions.
Post the functions from EGL11, GL11, GL11Ext, GL11Extensions
Here is my list of working GL11
ndent on device)
> > and ur tocuh event will be handled properly
> > regards,
> > suhas
>
> > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote:
>
> > > Cool ! It worked... Thanx a lot
> > > I wasn't doing anything different than just using the float ver
see a huge difference.
On Feb 16, 6:47 pm, Jon Colverson wrote:
> On Feb 16, 12:57 pm, quakeboy wrote:
>
> > but still my speed drops when I draw the background as a textured
> > quad. and I am not able to get the drawtexfOES to work.
>
> > @Jon
> > Can you plea
ottom left at 0,0
On Feb 13, 10:30 am, Jon Colverson wrote:
> On Feb 13, 5:06 am, quakeboy wrote:
>
> > Thank you very much for your reply. I checked out the extension, I did
> > not know I can add other extensions except the ones in GL10Ext..
> > I read the jsr239 docs
@Stoyan
Thank you very much.
I will soon post more info and results after implementing, so that it
helps developers in the future.
On Feb 13, 2:03 pm, Stoyan Damov wrote:
> On Fri, Feb 13, 2009 at 10:53 AM, quakeboy wrote:
>
> > Thanx Stoyan for your input. I have read that post
Feb 13, 2009 at 1:42 AM, Jon Colverson wrote:
>
> > On Feb 12, 2:50 pm, quakeboy wrote:
> >> I don't think OpenGL ES 1.0 is so incapable that it can't give me
> >> atleast 25-30 fps with just 12 triangles which you one 256x256 texture
> >> and one 64x6
Me too waiting for someone from Android team to answer this..
Please.. let us know the details of what is supported in GL11
I have heard that drawTex from GL11Ext was working for a fellow
developer online..
On Feb 3, 2:35 am, shaun wrote:
> I sure would love to know more on this subject also.
ll try out and tell you the results.
Your input has helped me a lot. Thanks.
On Feb 13, 10:30 am, Jon Colverson wrote:
> On Feb 13, 5:06 am, quakeboy wrote:
>
> > Thank you very much for your reply. I checked out the extension, I did
> > not know I can add other extensions except
samples.
I call the draw and render on the touch screen event.
but will that cause it slow down soo much ??
I will try that extension and let you know
On Feb 13, 4:42 am, Jon Colverson wrote:
> On Feb 12, 2:50 pm, quakeboy wrote:
>
> > I don't thinkOpenGLES 1.0 is so incapable that
Well.. I need to draw a background of 320 x 480 (fullscreen) for a
OpenGL game.
What I did was to stretch the texture to 512 x 512 and mapped it to
320,480 quad and then drew the rest of the game elements. I tried
changing the texture image to 256x256 and no noticeable improvement in
speed.
Game
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