Not that I can think of, sorry.
On Thu, Jul 22, 2010 at 4:18 AM, Matty wrote:
> That sounds most likely (bug in platform). I've only been able to
> reproduce it on 1.5 and 1.6, not 2.0 or 2.1...
>
> So I guess that returns me to my original question:
> Is there any way I can detect this state i
That sounds most likely (bug in platform). I've only been able to
reproduce it on 1.5 and 1.6, not 2.0 or 2.1...
So I guess that returns me to my original question:
Is there any way I can detect this state in my code (I guess I don't
mind polling when viewing this Activity). If so, what's the ri
What version of the platform are you running against? It could just be a
bug in the platform.
On Wed, Jul 21, 2010 at 11:17 AM, Matty wrote:
> My OpenGL stuff seems to draw just fine until some rotate (this is
> most reproducible if you rotate back and forth with about a second
> between).
>
>
My OpenGL stuff seems to draw just fine until some rotate (this is
most reproducible if you rotate back and forth with about a second
between).
Note that Activity B is "singleTop"
Here's a log from the normal startup:
I/System.out(17209): Activity A:onCreate()
I/System.out(17209): Start Activity
Have you made sure your SurfaceView UI is actually drawing regularly, and
especially redrawing itself as soon as possible with the new size?
On Wed, Jul 21, 2010 at 8:02 AM, Matty wrote:
> Thanks for the quick response Dianne.
>
> I have an activity that uses OpenGL, and if I rotate at just the
Thanks for the quick response Dianne.
I have an activity that uses OpenGL, and if I rotate at just the
right time, the log prints
W/SurfaceComposerClient( 749): lock_layer timed out (is the CPU
pegged?) layer=2, lcblk=0x420d0120, state=000e (was 000e)
I basically don't want the Activit
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