Sunday, August 1, 2010

[android-developers] How to test OpenGL?

After a frustrating day of having the Emulator render lines strangely,
and then discovering that my G1 renders them exactly as I expect, I am
left to wonder how to test OpenGL (using GLSurfaceView).

Is the emulator sufficient to test code for correctness? I ask because
I experienced the following on the emulator, but not on the G1, all
using Ortho projection.

1) Line width depending on length! I drew a series of lines, most
fairly short but several with endpoints close to the edge of the fixed-
point number range. The long lines were rendered as wide. The short
lines were rendered as 1 pixel wide.

2) Lines exploding to fill the whole screen when not appropriate to
the scale (double the scale, line goes from 1/10th screen width to
filling screen (or more).

3) Lines not appearing at all if horizontal.

Is the emulator a correct openGL implementation? If I see problems on
the emulator, am I likely to see them on some hardware platforms?

Can I use my G1 as a reference platform?

Or do I need a whole slew of phones to verify that an openGl app
(scientific graphics, not animated) works across all platforms?

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