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  • 11 votes cast
Feb
25
comment How to make illusion of round world?
Something like youtube.com/watch?v=_kY4v-L3rvY ? Uses shaders to present a flat environment as curved.
Jan
22
comment Surface View show black screen
Don't override draw() or onDraw(). Those are called by the View hierarchy, and if they fill the View with opaque pixels you won't be able to see the Surface part of the SurfaceView (which is on a separate layer behind it). Unless what you want is to draw on the View, in which case you should be using a custom View rather than a SurfaceView.
Jan
21
comment Quick 2D sight area calculation algorithm?
Some older ideas can be found on fadden.com/tech/fast-los.html, though that harkens back to the days when CPUs were fairly slow and floating point computations were something best avoided.
Jan
21
comment Quick 2D sight area calculation algorithm?
Link in answer now goes to site home page -- roguebasin.com/index.php?title=Category:FOV appears to be a reasonable match.
Nov
20
comment Is there a way to determine Android physical screen size?
What is it about DisplayMetrics that isn't working for you?
Sep
24
comment How to fix overly blurred texture / image in unity?
Possibly related: blogs.unity3d.com/2015/06/19/pixel-perfect-2d
Jul
13
comment How can I get float values using glReadPixels? [Android NDK es3.0]
For anyone else who finds this, it's answered here: stackoverflow.com/questions/31198164/…
May
29
answered Is there such thing as a hybrid View that combines SurfaceView and GridView in Android?
May
29
comment UnityException: Unable to install APK! Installation failed. See the Console for details
Check the Unity console and adb logcat output for messages.
Feb
8
answered Fixed background on a SurfaceView
Jan
19
answered Why is my screen black?
Nov
24
comment Collisions reflecting ball velocities incorrectly
FWIW, a full solution can be found in code.google.com/p/android-breakout . The collision detection code is extensively commented (start in moveBall(); most relevant bit is findFirstCollision().).
Sep
24
awarded  Autobiographer
Jul
28
comment Java Buffers and OpenGL ES 2.0 (Android)
cf. "texture swizzling" and related topics. The format of the image loaded from disk may be suboptimal for access by the hardware, so being able to rewrite the texture can provide significant performance improvements. So not only would avoiding the copy be a restrictive API design for non-UMA systems, it could also cause a performance hit.
Jul
28
awarded  Commentator
Apr
15
awarded  Editor
Apr
15
revised Android OpenGL ES RENDERMODE_WHEN_DIRTY implementation
added missing quote
Apr
15
awarded  Yearling
Jun
18
comment Android Loop : Draw Loop : How to pull off smooth FPS?
The easiest way to check for GC-induced problems is to watch the logcat output. If you see a lot of GC messages from Dalvik, you need to find a way to reduce object churn. (These are logged at "debug" level.)
Jun
17
awarded  Caucus