I have Nexsus 4 and several HTCs and my game works fine.
When I launch on Samsung 4 I see white rectangles (empty textures),
no errors,
Further, my game uses sensors but I see on Samsung 4 it doesn't work too,
but Samsung 3 - works,
please help,
[EDIT]
on Samsung 3 works!
I heard that they did a lot of changes with S4
[EDIT 2]
This is how I load textures:
public void loadTextures(GL10 gl, Context context){
//Log.e(LOG_TAG, "DevQuestSprites :: loadTextures");
InputStream is;
Bitmap bitmap;
is = context.getResources().openRawResource(R.drawable.fly_a1_sprite);
bitmap = BitmapFactory.decodeStream(is);
try {
is.close();
is = null;
} catch (IOException e) {
}
gl.glGenTextures(textureCount, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
For me most impotent row is:
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
Here actually I put texture.
And this is draw
method:
public void draw(GL10 gl,
...
...
)
{
...
//gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glTranslatef(transx, transy, 0.0f);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, floatBufferArray[mFrame]);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//gl.glDrawElements(GL10.GL_TRIANGLES, 1, GL10.GL_UNSIGNED_SHORT, vertexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
[EDIT 3]
I added to draw
, onDrawFrame
and main loop, no errors:
int error = gl.glGetError();
if (error != 0)
Log.e("main loop", "Draw " + error);
After debugging I found only one new error for Samsung 4:
08-07 12:57:53.356: E/ViewRootImpl(29124): sendUserActionEvent() mView == null
[EDIT 4]
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig confid) {
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0,0,0,0);
gl.glClearDepthf(1.0f);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glEnable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
}