I've gone through my code and the Kube code and they look the same!
The only thing that I can see that's different is that I use GL_FLOAT
when I define my verts and normals and the Kube program used
GL_FIXED.  Could it be that the G1 doesn't support floating point
coordinates?

On Dec 3, 10:57 pm, CaseyB <[EMAIL PROTECTED]> wrote:
> I'm using the GLSurfaceView from the examples and here's all of my
> initialization code:
>
> /***********[Activity]***********/
> public class OpenGLES extends Activity
> {
>         GLSurfaceView mView;
>
>         /** Called when the activity is first created. */
>         @Override
>         public void onCreate(Bundle savedInstanceState)
>         {
>                 super.onCreate(savedInstanceState);
>                 requestWindowFeature(Window.FEATURE_NO_TITLE);
>
>                 mView = new GLSurfaceView(getApplication());
>                 mView.setRenderer(new TutorialRenderer(getApplication()));
>                 setContentView(mView);
>         }
>
> }
>
> /***********[Renderer]***********/
> public class TutorialRenderer implements GLSurfaceView.Renderer
> {
>         private Context mContext;
>         private boolean mCreateWorld = true;
>         private Cube mCube;
>         private Ship mShip;
>         private float mAngle = 0;
>         private int mChange = 1;
>
>         public TutorialRenderer(Context context)
>         {
>                 mContext = context;
>         }
>
>         @Override
>         public void drawFrame(GL10 gl)
>         {
>                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | 
> GL10.GL_DEPTH_BUFFER_BIT);
>                 gl.glLoadIdentity();
>
>                 GLU.gluLookAt(gl, 0.0f, 2.0f, 2.0f, 0.0f, 0.5f, 0.0f, 0.0f, 
> 1.0f,
> 0.0f);
>
>                 gl.glRotatef(mAngle, 0.0f, 1.0f, 0.0f);
>
>                 gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
>                 mCube.draw(gl);
>
>                 gl.glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
>                 gl.glTranslatef(-0.25f, 0.25f, -0.75f);
>                 mShip.draw(gl);
>
>                 gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
>                 gl.glTranslatef(0.5f, -0.25f, 1.5f);
>                 mCube.draw(gl);
>
>                 gl.glFlush();
>
>                 mAngle += mChange;
>                 if(mAngle > 360) mAngle = 0;
>         }
>
>         @Override
>         public int[] getConfigSpec()
>         {
>                 // Need a depth buffer, don't care about color depth.
>                 int[] configSpec = {
>                                 EGL10.EGL_DEPTH_SIZE,
>                                 16,
>                                 EGL10.EGL_NONE};
>                 return configSpec;
>         }
>
>         @Override
>         public void sizeChanged(GL10 gl, int width, int height)
>         {
>                 gl.glMatrixMode(GL10.GL_PROJECTION);
>                 gl.glLoadIdentity();
>
>                 if(height == 0) height = 1;
>                 gl.glViewport(0, 0, width, height);
>                 GLU.gluPerspective(gl, 45.0f, 1.0f * width / height, 1.0f, 
> 100.0f);
>
>                 gl.glMatrixMode(GL10.GL_MODELVIEW);
>                 gl.glLoadIdentity();
>         }
>
>         @Override
>         public void surfaceCreated(GL10 gl)
>         {
>                 gl.glEnable(GL10.GL_COLOR_MATERIAL);
>
>                 gl.glEnable(GL10.GL_LIGHTING);
>                 gl.glEnable(GL10.GL_LIGHT0);
>
>                 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[]{ 
> 0.3f,
> 0.3f, 0.3f, 1.0f }, 0);
>                 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[]{ 
> 1.0f,
> 1.0f, 1.0f, 1.0f }, 0);
>                 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[]{ 
> 1.0f,
> 1.0f, 1.0f, 0.0f }, 0);
>
>                 gl.glEnable(GL10.GL_DEPTH_TEST);
>                 gl.glDepthFunc(GL10.GL_LEQUAL);
>
>                 gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
>                 gl.glClearDepthf(1.0f);
>
>                 if(mCreateWorld)
>                 {
>                         createWorld(gl);
>                         mCreateWorld = false;
>                 }
>
>         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
>         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
>         gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
>
>         gl.glEnable(GL10.GL_CULL_FACE);
>         gl.glShadeModel(GL10.GL_SMOOTH);
>         }
>
>         private void createWorld(GL10 gl)
>         {
>                 mCube = new Cube();
>                 mShip = new Ship(mContext);
>         }
>
> }
>
> On Dec 3, 5:01 pm, "David Turner" <[EMAIL PROTECTED]> wrote:
>
> > the emulator only runs the Android software OpenGL renderer; while the G1
> > comes both with
> > the software renderer and a hardware-accelerated one that talks to the
> > graphics chip. Which one
> > your application will end up using depends on which GL configuration you're
> > asking for (I believe
> > that you'll get the hardware one most of the time on the G1, except if you
> > ask precisely for certain
> > configurations).
>
> > If I remember correctly, the software renderer supports features that the
> > hardware one doesn't,
> > and vice-versa (e.g. at the moment, only the hardware renderer supports
> > PBuffers). So to be able
> > to answer your question, we really need to see some of the code you're using
> > to setup your GL
> > and what you're trying to do.
>
> > On Wed, Dec 3, 2008 at 1:24 PM, CaseyB <[EMAIL PROTECTED]> wrote:
>
> > > I just got my G1 yesterday and it's an AMAZING device!!  I am having a
> > > bit of trouble with it though.  I have written a little OpenGL test
> > > app that runs fine in the emulator, but just shows a black screen on
> > > the G1.  I can choose to run on the emulator or the G1 from eclipse
> > > and just by switching the output I can show that the code works on the
> > > Emulator and not the G1.  Is there anything else (i.e. permissions,
> > > etc,) that I need to have it run on the G1?
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