hi!
i'm just a little confused - is the SurfaceView
with opengl/egl attached not OpenGl all the way?
You are saying this is somewhere in between opengl
and android's canvas stuff?
is there a way to use opengl directly, without SurfaceView,
that would make it all faster? if so, please let me kno
Thanks for the help folks.
Just one more thing, I can't seem to find this on the site, but do you
know if there is a "Color Key (or whatever it's called on this) in
Android? As in, an RGB color that you can set to be transparent, so
that say ... for the character in your game you can set the colo
Thanks Romain. I must admit to thinking that is some damn tricky
stuff to pull off, I look forward to seeing it eventually.
Back to the drawing board for me.
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups "Android D
Yes, it will be dropped for 1.0. We didn't have enough time to make
this feature rock solid, so there are some important problems left.
The mapping is also incomplete between the 2D API and the OpenGL
pipeline. Because of this, we decided to disable this feature in 1.0.
On Thu, Aug 28, 2008 at 11
What is happening with the FEATURE_OPENGL flag? The docs still
indicate it will allow 2D APIs to be hardware accelerated. Is this
being dropped for 1.0?
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups "Android Devel
If you are doing a game where FPS matters, use OpenGL. OpenGL isn't
just for 3d, it is a very good high performance 2d or 3d drawing API
that can be hardware accelerated. Just switch what you are doing in
the SurfaceView from the Canvas API to the OpenGL API.
On Aug 28, 1:36 pm, ross <[EMAIL PR
Hi Romain,
Thanks for the info. I am actually using a SurfaceView now. I am
doing something like the following in my main game thread:
public void run() {
,
SurfaceHolder holder =
while( infinity! ;) )
{
update!
Canvas canvas = holder.lockCanvas();
myPaint(ca
> My understanding was that 2D graphics implemented on top of the Canvas
> class would also be accelerated to some extent on the device. Is this
> not the case?
No, currently the Canvas class uses pure software rendering. This may
change in the future though.
> Are 2D graphics operations done
Hi hackbod,
My understanding was that 2D graphics implemented on top of the Canvas
class would also be accelerated to some extent on the device. Is this
not the case? Are 2D graphics operations done on top of OpenGL
substantially faster on device than 2D graphics operations done on top
of Canva
Our graphics APIs are OpenGL and the android.graphics.Canvas classes.
You can use the parts of those that you want, but there isn't any
special "2d game API" with just simple 2d operations.
On Aug 28, 7:40 am, crayon- <[EMAIL PROTECTED]> wrote:
> Well I'm making a 2D RPG, or at least my plan is t
Well I'm making a 2D RPG, or at least my plan is to do that, so really
the only actual graphical tools I need are for placing images, or to
be more precise, placing tiles, like in SDL that a character can move
on etc. Basically I don't need advanced graphical features, I really
just need the basic
If you want to do high performance graphics, you probably want to use
OpenGL since that will be hardware accelerated. You can use OpenGL
for 2d as much as 3d graphics.
Otherwise, the high-level 2d APIs are very extensive; the main API is
android.graphics.Canvas, with a number of secondary classe
12 matches
Mail list logo