drawing - android opengl es 2 not working on all devices -


I'm having a problem with my app .. I use my Samsung Galaxy S3 and my app Has been developed to test has been cured! But here's the problem, after finishing the app, I started testing in other devices. The app runs entirely on the second Galaxy S3 and Galaxy S But when I tried to run it on Sony Xperia and LG Optimus Net Dual, the screen just turned black!

The more interesting thing is that the app on these devices, sound faxing is fine, the ad looks, and the app responds to touching the whole, but only a black screen draws! It's really weird ... It seems that they do not support openness 2 but they do and Android version 4.0 is on ICS Xperia and 2.2 on LG!

Does anyone know what it is? Or are simular problems? Just ask if you want any code and post it here! Thanks for any help!

Edit:

My Load Texture:

  Public Static Intel Load-Prections (Final Ink ResourceAid, Final Ink Min_Filters, Final Ent Mag_filter) {For (int i = 0; i & lt; ntextures; i ++) if (texture [i * 2] == resource ID) return texture [i * 2 + 1]; Int [] textureHandle = new int [1]; GLES20.glGenTextures (1, texturehandle, 0); If (texture handles [0]! = 0) {Final bitmap factor. Option Option = New Bitmap Feature. Option (); Options.inScaled = false; Last bitmap bitmap = bitmapfireter diskcode processing (GLRenderer.mContext.getResources (), Resource ID, option); GLES20.glBindTexture (GLES20.GL_TEXTURE_2D, TexturHandle [0]); GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, min_filter); GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, Mag_Filters); GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); GLUtils.texImage2D (GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, Bitmap, 0); Bitmap.recycle (); } If (TexturedHandal [0] == 0) Enter a new runtime exception ("Error loading texture"); Texture [nTextures * 2] = RESOURCEID; Texture [nTextures * 2 + 1] = textureHandle [0]; NTextures ++; Return creation Handle [0]; }   

Edit 2:

Made of my GLSurfaceView:

  GlitchViewView (GloveWit) context {super (reference); SetEGLContextClientVersion (2); // getHolder (). SetFormat (Pixel format. TRANSLUCENT); // SetGL Configure Chupper (8, 8, 8, 8, 8, 8); Render = New GL Renderer (reference); SetRenderer (renderer); Perhaps this phone does not support the NPOT feature.  

If NPOT is not supported, then you can ensure that all of your texture dimension 2 has all the powers.

You can check this type of

  Fixed public bullion is NPOTS supported (GL10 gl) {string extension = gl.glGetString (GL10.GL_EXTENSIONS); Return extension. Index ("GL_OES_texture_npot")! = -1; }    

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