Here is my problem:
I have a GLSurfaceView with Renderer and stuff. Everything works just as I wanted, on older Android versions. But on newer versions (I guess > 4.X) it just shows a black screen without any Bitmaps. For example if I use gl.glClearColor(0.1f, 0.2f, 0.3f, 0.5f);
in my onSurfaceCreated method, it changed from black to the color. So I think the problem must be the camera looking in the wrong direction or something, because the background-color is drawn.
Since I am pretty new to OpenGL, I wanted to ask if there are any connections between Android versions and the OpenGL-camera or something like that?
Many people say my Bitmap-Sizes have to be powers of 2, but it doesnt solve anything.
Here is my Renderer:
public class GlRenderer implements Renderer {
@Override
public void onDrawFrame(GL10 gl) {
// clear Screen Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen
// is the same as moving the camera 5 units away
updateLogic(gl);
drawEverything(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION); // or some matrix uniform if using shaders
gl.glLoadIdentity();
gl.glOrthof(0, width, height, 0, -1, 1); // this will allow to pass vertices in 'canvas pixel' coordinates
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //Set Background
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
}
}