Based on your explanation, seems like glClear sometimes does a "buffer flip".
I put it in quotes, since, as far as I remember (from late-nineties), PowerVR chips use a completely different rendering technique, not based on color/depth buffers. Those were desktop chips, perhaps it's still the same for the mobile ones. Your best bet is to dive into doing hit testing the right way, using 3d math. Might take a little while to learn, but I'm sure you'll be better off in the long run. -- Kostya Vasilyev -- http://kmansoft.wordpress.com 03.09.2010 22:12 пользователь "Thiago Lopes Rosa" <[email protected]> написал: I have a class called ScreenView that extends GLSurfaceView. I have another class called ScreenRenderer that implements GLSurfaceView.Renderer. On ScreenView constructor I do the following: screenRenderer = new ScreenRenderer(context); setRenderer(screenRenderer); On onTouchEvent (in ScreenView) I set a flag during ACTION_DOWN to know that the user touched the screen (first IF on my first e-mail). I don't have other threads running at this moment. Thanks, Thiago On Fri, Sep 3, 2010 at 14:38, Robert Green <[email protected]> wrote: > > Thiago, > > I would n... -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

