Friday, October 30, 2009

[android-developers] Re: VBO on Motorola CLIQ

I gotta throw it out there: Can you try with GLSurfaceView and report
your result?

On Oct 30, 3:40 am, Hexage <ga...@hexage.net> wrote:
> I'm not using logging or tracing, at least I'm not aware of that. I'm
> using EGL/GL directly (not via GLSurfaceView) and it works on G1/Magic/
> Hero/Droid.
>
> While playing with EGL config selection on CLIQ I've noticed a strange
> behavior. First config reported by eglChooseConfig is usually:
>
> red=5 green=6 blue=5 alpha=0 depth=0
>
> but sometimes, for no apparent reason, the first config is changed to:
>
> red=5 green=6 blue=5 alpha=0 depth=16
>
> when selected as first then VBO works. But if I select the same config
> when it's not reported first, then it does not work. But maybe it's
> not related.
>
> On Oct 30, 3:00 am, Robert Green <rbgrn....@gmail.com> wrote:
>
> > Are you using a logging or trace option for OpenGL?  If so, you have
> > to turn it off.  The log and trace wrappers for GL cause errors to be
> > thrown when using VBO extensions.  I haven't tested on a Cliq but that
> > happened to me on my G1.
>
> > On Oct 29, 12:33 pm, Hexage <ga...@hexage.net> wrote:
>
> > > I've been testing our games on Motorola CLIQ (aka MB200) using
> > > DeviceAnywhere. While the OpenGL driver indicates support for VBO
> > > (GL_OES_vertex_buffer_object GL_ARB_vertex_buffer_object) calling any
> > > VBO function yields "called unimplemented OpenGL ES API". The weird
> > > thing is that sometimes it works for no apparent reason with no
> > > changes made to app besides debug prints.
>
> > > Is anyone using VBO on CLIQ succesfully?
>
> > > Thanks,
> > > David
>
>
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