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  Hardware acceleration?  (Read 13406 times)
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Offline EgonOlsen
« Reply #30 - Posted 2009-08-28 05:46:35 »

Update: Got a mail from Samsung that they have send the request to the responsible division...took them over a week to do so... Huh

Offline Ranger
« Reply #31 - Posted 2009-08-28 06:28:30 »

More trouble for the Galaxy?  http://www.mobiletoday.co.uk/Samsung%E2%80%99s_first_Android_phone_delayed_after_O2_testing.aspx
Offline EgonOlsen
« Reply #32 - Posted 2009-08-28 06:46:28 »

Funny...in germany, they (read: O2) are happily selling it. I should know...i bought mine from O2.

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Offline ernestw

Junior Devvie


Projects: 1



« Reply #33 - Posted 2009-09-09 18:25:27 »

I'm sure others have seen it but this just popped up for me:

http://phandroid.com/2009/09/09/samsung-releases-update-for-galaxy/

For the Galaxy owners here, do you know if this fixes the OpenGL hardware acceleration issue?  I've already put in a check in my game to look for the Android vendor string, warn the user, and disable sound/music/orientation/kitchen sink if found - not an optimal solution.  Undecided

  Ernest Woo
  Woo Games
  http://www.woogames.com

Offline EgonOlsen
« Reply #34 - Posted 2009-09-10 09:33:32 »

No, the update doesn't help. But i had plenty of fun with it rendering the whole phone useless after upgrading... Angry
Anyway, it's working again but still no hardware acceleration.

Offline Ranger
« Reply #35 - Posted 2009-11-07 00:40:30 »

They have found a fix for the OpenGL hardware acceleration on the Galaxy.  You have to use a depth size of 16.

See:  http://groups.google.com/group/android-developers/browse_thread/thread/b521170e92e30366

EDIT:  This would explain why CraigsRace ran ok on the Galaxy, as I was already doing this.  However, in the latest version, I removed it, as I was also specifying the RGB size which apparently was causing issues with the DROID (running Android 2.0).  Could anyone check that CraigsRace still runs ok on the Galaxy?  Thanks.
Offline ernestw

Junior Devvie


Projects: 1



« Reply #36 - Posted 2009-11-07 21:12:38 »

Thanks for the head's up.  I'm still trying to digest the solution proposed by Google when you had issues with Droid/Android 2.0.  I'd be wary of blindly asking for just a specific EGL_DEPTH_SIZE.  Maybe a better solution would be to ask for all configs with the desired RGBA sizes and where EGL_CONFIG_CAVEAT is EGL_NONE.  As far as I can tell from reading the EGL spec, this should give you something hardware accelerated at or better than the requested color sizes.

If no suitable EGLConfigs are found, an EGLConfig where EGL_CONFIG_CAVEAT is EGL_SLOW_CONFIG should be chosen (implies software rendering).

I recommend that people read the EGL spec before using the proposed solution (http://www.khronos.org/registry/egl/).  It is quite an interesting document but I'm weird like that . . . also while playing around with supported EGLConfigs on my HTC Magic, I see a EGL_NON_CONFORMANT_CONFIG RGBA=8888 config.  Very interesting!

EDIT: To clarify, the Google fix I'm talking about is mentioned here: http://groups.google.com/group/android-developers/browse_thread/thread/859adcf26d4350de/1a785843c3f1dd8c#1a785843c3f1dd8c

  Ernest
  Woo Games
  http://www.woogames.com

They have found a fix for the OpenGL hardware acceleration on the Galaxy.  You have to use a depth size of 16.

See:  http://groups.google.com/group/android-developers/browse_thread/thread/b521170e92e30366

EDIT:  This would explain why CraigsRace ran ok on the Galaxy, as I was already doing this.  However, in the latest version, I removed it, as I was also specifying the RGB size which apparently was causing issues with the DROID (running Android 2.0).  Could anyone check that CraigsRace still runs ok on the Galaxy?  Thanks.

Offline EgonOlsen
« Reply #37 - Posted 2009-12-23 15:59:21 »

They have found a fix for the OpenGL hardware acceleration on the Galaxy.  You have to use a depth size of 16.

See:  http://groups.google.com/group/android-developers/browse_thread/thread/b521170e92e30366

EDIT:  This would explain why CraigsRace ran ok on the Galaxy, as I was already doing this.  However, in the latest version, I removed it, as I was also specifying the RGB size which apparently was causing issues with the DROID (running Android 2.0).  Could anyone check that CraigsRace still runs ok on the Galaxy?  Thanks.
I haven't seen this reply ealier...i'll try that 16bit thing and report back. Your game still works fine on the Galaxy.

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