If you want to use the standard 2d APIs, don't use OpenGL.

On Thu, Apr 9, 2009 at 1:45 PM, mcmc <[email protected]> wrote:

>
> wow thanks so much for your help. I think you're right! :D
>
> however, now I run into another problem. Do you know how to convert
> openGL to simply using the standard android/java 2D APIs?
>
> On Apr 9, 2:31 am, "[email protected]"
> <[email protected]> wrote:
> > I hadn't realised you are doing openGL stuff. I've used surfaceview/
> > holder in the same was as the lunarlander, but I haven't used openGL
> > so I don't know how that works.
> >
> > But, at a glance, it looks like you've got a mix of two different
> > approaches here - maybe the lockcanvas/unlockcanvasandpost approach is
> > not appropriate when using openGL as the openGL code is controlling
> > and locking the surface?
> >
>


-- 
Dianne Hackborn
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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