Hey Romain,
The question was more towards Dianne's assertion that appwidgets should not
be 'highly interactive with the user' - seems like Honeycomb is not adhering
to that restriction. All I want to do is code my own appwidget which has
animated transitions like 3D stack - OpenGL would be the
Now that over a year has passed and Honeycomb has some very 'fancy widgets',
do you still stand by this statement? I know that I would like to have
OpenGL in an appwidget for things like transitions/animations for 3D effects
much like the 3D stack widget.
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On Nov 14, 11:18 am, Jeff Boody wrote:
> If your app specifies that it uses OpenGL ES 2.0 in the Android
> manifest then it will only show up on the Market for devices which
> support it.
As long as there is no software renderer that supports OpenGL ES 2.0
which I hope is the case. I did find
Hi all,
This post contains several questions that are related and some may
have been answered in other posts but after about 15 minutes of
searching through this group I've determined that it is easier to ask
in a new post. I'd also like to make sure that this thread does not
veer-off in some dir
FYI: Updated one of my apps that was affected by this issue - active
install percentage holding steady now, but has not returned to
anywhere close to 4 weeks ago. Would like to know if past cases where
updates were counted as uninstalls are ever going to be corrected...
On Sep 18, 1:37 pm, Peter
On Sep 5, 2:24 am, "Maps.Huge.Info (Maps API Guru)"
wrote:
> Isn't that odd?
Nice work - I am just guessing here, but I wonder if the issue is not
with a general processing error by Google and is tied to specific
hardware, say, the Nexus One is being treated as 'special' by Google.
I say try unin
On Aug 30, 5:51 pm, TreKing wrote:
> I would really expect total installs to be the biggest factor. There's a big
> difference between the number of *installs* and the number of *downloads*.
> Those apps in front of you may have fewer downloads but an overall higher
> install % which puts them i
On Aug 21, 3:54 pm, Doug wrote:
>
> Anyway, back to the original observation of this thread: my app has
> lost another 2% active install base since the original post 7 days
> ago. I really hope this trend levels off some time soon, or an
> explanation makes itself evident. It's just kinda freaki
So, with GL ES 2.0 now present in the NDK r3, how much longer until
the Java bindings are present?
Any idea what form the bindings will take? JSR-297 (M3D 2.0)? Custom
extensions to JSR-239?
If I could offer my $0.02... please DO NOT adopt the full M3D 2.0 spec
- the history of OpenGL has plent
Works for me on my HTC Hero - I too could only use RGB and not RGBA.
Emulator flips the textures upside down though...
Does anyone else have more information regarding other phones? I have
an app on the app store that uses this method and I am suspecting that
it does not work for all current phon
Try commenting out all the config attributes (except the 'none) and
add them back one at a time if that fixes it. Nice sample code here:
http://android-developers.blogspot.com/search/label/OpenGL%20ES
On Nov 4, 8:54 am, petunio <[EMAIL PROTECTED]> wrote:
> Hi people
>
> I am trying to migrate an
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