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...

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