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License: GNU General Public License v3.0
Automatically exported from code.google.com/p/alienbloodbath
License: GNU General Public License v3.0
Purpose of code changes on this branch:
Adding graphics abstraction layer to allow the use of OpenGL for
accelerated rendering where available otherwise falling back to the
traditional Android graphics API.
This is my first time trying this Google Code "issue" system for code
reviews. If we don't like it we can try something else in the future.
Original issue reported on code.google.com by [email protected]
on 7 Dec 2008 at 7:52
Attachments:
See my comment under the FAQ please.
Original issue reported on code.google.com by [email protected]
on 19 Nov 2008 at 6:04
... for those, that cannot or do not wish to use google market...
Original issue reported on code.google.com by [email protected]
on 17 Jul 2010 at 8:23
What steps will reproduce the problem?
1. run this game on eclair devices
2. crash happen after press the menu.
This app needs to be revised by the developer. It is making the
assumption that the GL texture names will be positive integers (which
isn't required by the spec). The DDK in SGX, in order to minimize name
collisions uses an algorithm named "linear congruential generator" (as
IMG calls it) to generate textures names, in which more often than not
these values are really high numbers and sometimes even negative numbers.
We've verified this behaviour by disabling the feature above in the DDK
(define #define GLES1_USE_SEQUENTIAL_NAMES) in
../eurasia/eurasiacon/opengles1/names.c, and the apk executes correctly.
However, we recommend not to use this workaround in the DDK in a
production device.
The app seems to be crashing when using a texture name to set the size
of a TextureData structure.
--code snippet from ./src/android/com/abb/Graphics.java--
// The size must be manually stored for retrieval during the rendering
// process since the texture coordinate scheme under OpenGL is
normalized
// where as under the Android2D back end, texture coordinates are
absolute.
if (mTextureData.size() <= texture_name) {
mTextureData.setSize(texture_name + 1);
}
And at run the Java VM fails with the following message:
D/Graphics::loadImageFromBitmapOpenGL( 1823): Allocated texture handle:
315638026
E/dalvikvm( 1823): Rejecting allocation of 315638027-element array
W/dalvikvm( 1823): threadid=23: thread exiting with uncaught exception
(group=0x4001b190)
E/AndroidRuntime( 1823): Uncaught handler: thread Thread-13 exiting due
to uncaught exception
E/AndroidRuntime( 1823): java.lang.OutOfMemoryError: array size too large
Original issue reported on code.google.com by [email protected]
on 21 Oct 2009 at 1:49
I couldn't found about level.txt in source,could gvie smoe for me?thanks/
email:[email protected]
Original issue reported on code.google.com by [email protected]
on 29 Jan 2010 at 3:19
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