On 13 May, 19:51, Leigh McRae <[email protected]> wrote:
> After a long battle I have some results that may help others.
>
> Got the game to rendering the emulator correctly by building the
> geometry using ByteBuffer instead of IntBuffer and ShortBuffer.
>
> I tried converting to the GLSurfaceView and still no luck with the
> dropped triangles.  I ended up unpacking the indexed arrays into
> straight triangles at load time and it works.  So now I am using
> glDrawArryas instead of glDrawElements.  I am pretty sure this is a
> driver bug as it's all static geometry and I removed pretty much every
> bit of rendering but the static mesh and the triangles drop based on
> view point.
>
> Leigh
>
> On 5/12/2010 2:04 PM, Leigh McRae wrote:
>
>
>
>
>
> > Hello,
>
> > I am having a problem with what some of the triangles in my static
> > meshes not being drawn.  The static meshes are created once and never
> > touched again.  The class and all the data are marked final.  The
> > triangles disappear based on view point.  The code all works on the
> > BlackBerry and I have checked the data a couple of times.  I have
> > managed to get a missing triangle on the screen and make a save game.  
> > This at least allows me to reload the game with the problem and try
> > different things.
>
> > So I have disabled all 3d rendering except this mesh and the UI.  Here
> > is what I have tried.
> > - switched to vbo
> > - switch to interlaced vertex buffers
> > - tried float instead of fixed.
> > - removed IntBuffer and used ByteBuffer
> > - disabled pretty much every state I could just before the rendering.  
> > Oddly enough disabling culling made one of two triangles appear.
>
> > Really at a lose here.  The game takes about 10min to load on the
> > emulator and then it renders about half of everything but there are no
> > errors.
>
> > I am using the following:
>
> > Android 2.0.1
> > Milestone/Droid
>
> > Here is my config that I use:
>
> > EGL_BUFFER_SIZE: 16
> > EGL_RED_SIZE: 5
> > EGL_GREEN_SIZE: 6
> > EGL_BLUE_SIZE: 5
> > EGL_ALPHA_SIZE: 0
> > EGL_DEPTH_SIZE: 24
> > EGL_STENCIL_SIZE: 8
> > EGL_NATIVE_RENDERABLE: 0
> > EGL_CONFIG_CAVEAT: EGL_NONE
> > EGL_LEVEL: 0
> > EGL_NATIVE_VISUAL_TYPE: unknown
> > EGL_SURFACE_TYPE: EGL_WINDOW_BIT EGL_PBUFFER_BIT
> > EGL_TRANSPARENT_TYPE: EGL_NONE
> > EGL_MAX_PBUFFER_WIDTH: 2048
> > EGL_MAX_PBUFFER_HEIGHT: 2048
> > EGL_MAX_PBUFFER_PIXELS: 4194304
> > EGL_SAMPLES: 0
> > EGL_SAMPLE_BUFFERS: 0
>
> --
> Leigh McRaewww.lonedwarfgames.com
>
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