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    copied!<p>Im also new to Android OpenGL ES dev. I own a Milestone (euro version for Droid).</p> <p>From what i can see so far, firing several tutorial apps from different books/websites on my milestone, it seems this phone handle OpenGL ES in a different way than all other android phones released so far.</p> <p>I think its related to the OpenGL extensions supported on the device.</p> <p>check this link for the list of the supported extensions, im pretty sure a code guru will find why exactly the droid is handling opengl es in such a weird way.</p> <p><a href="http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs" rel="nofollow noreferrer">http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs</a></p> <p>Hope this helps.. a bit</p> <hr> <p>EDITED :</p> <p>I tweaked the manifest.xml and noticed when using </p> <pre><code>&lt;uses-sdk android:minSdkVersion="6"/&gt; </code></pre> <p>the resources aren't loading at all.</p> <p>When using </p> <pre><code>&lt;uses-sdk android:minSdkVersion="3"/&gt; </code></pre> <p>resources are loading fine.</p> <p>So i switched back to </p> <pre><code>&lt;uses-sdk android:minSdkVersion="6"/&gt; </code></pre> <p>and changed the way the bitmap is loaded.</p> <p>Try to replace :</p> <pre><code> //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); </code></pre> <p>with :</p> <pre><code>InputStream is = context.getResources().openRawResource(your.resource.there); Bitmap bitmap = null; try { bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } </code></pre> <p>Textures are loading fine on my milestone with that code, hope this work for yours !</p>
 

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