[android-developers] Re: and ?
Hi Dianne,
On Dec 11, 11:15 pm, Dianne Hackborn <hack...@android.com> wrote:
> On Sat, Dec 11, 2010 at 2:30 PM, Phil Endecott <
>
> spam_from_goo...@chezphil.org> wrote:
> > Re uses-gl-texture, there are some other OpenGL features that an app
> > might want to test, including the number of texture units and the
> > number of user-defined clip planes. The app I've just released works
> > on PowerVR hardware but not on Tegra because of this, and it would be
> > great to be able to advertise this in the manifest.
>
> It is really hard to have a way for an application to consistent specify
> this kind of information in a way that will consistently work.
If you can describe supported texture formats, I would think this is
very similar, no?
> For the most
> part, you really should be looking at Android development as PC development,
> and adjust at runtime for the environment you are in.
Well I don't do PC development, I do iPhone development, where I only
have one OpenGL implementation to worry about. My recently-ported app
works on those Android devices that have the same hardware as the
iPhone, i.e. the PowerVR. That's certainly the majority of
interesting devices at present. Yes, I could change the code to work
on other hardware and I probably will eventually do so; the main
obstacle is the need to buy a lot more phones for testing (I've
already spent > £1300 on Android devices and it looks like that will
take a few years to recoup at current sales levels). In the meantime,
it would be great if users with incompatible devices could not buy the
app in the market, rather than having to use up my pathetic 325
characters of description with hardware compatibility information.
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