General OpenGl problem with Sense UI - HD2 General

Hello everyone,
I'm the developer of the Tiny Graphics Engine ("Tigre").Two days ago I recived a HD2 test sample and now i discovered a general problem with opengl that affects ALL OPEN GL Applications, no matter if the graphics patch is installed or not. The problem is the following: if sense is enabled and you start any opengl application it works fine. If you terminate and restart the application multiple times, it will crash and you cannot start any opengl app anymore without softresetting. I investigated a bit and found the problem: While creating the EGL context the EGL_BAD_ALLOC error occurs. I'm pretty sure my EGL setup is fine, because a) it work for about 5-7 times b) on the touch hd the error doesn't occur and all other opengl apps i tested have the same issue.
So, does anyone has the same problem, any idea or solution?
PS: its the original 1.66 Rom

I found the solution, just don't terminate the display. Not proper, but seems to work, also with silvermoon and all other opengl apps.

bro, please develope interesting opengl 2.0 game ya

Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...

Phippu said:
Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...
Click to expand...
Click to collapse
good luck with your game

Thank you, maybe I'll need some beta testers in 2-3 weeks

Related

[APP][03•30•09][0.6.5] TrackMyRun - GPS Run/Walk tracking (Nike+ sorta)

I have started working on an app for Windows Mobile 6 phones w/ GPS to do run/walk/bike tracking like the Nike+. Here is a little Video of the app in action:
http://www.youtube.com/watch?v=bIqKHCb21cg&feature=channel_page
Version 0.6.5 9s attached
- Smartphone detection is in
- Run Form updated to be smartphone happy, view log is next.
Version 0.6.4 is attached
- Calories burnt calc!!!! (put your weight in...lbs for now...kg coming )
Version 0.6.3 is attached
- 1 Mile/KM kills the app bug fixed!
Version 0.6.2 is attached
- I am not dead! I promise
- This is mostly a maintence update. All the tracking code has been pulled from the views and put off in modules (as it should have been from the get go) so I can get a Smartphone version working soon.
Version 0.6.1 is attached
- Audio updates - new sounds for mile/km passed and distance goal hit
- Audio updates - updates to how the power management is dealt with for audio, still not perfect, but better
- Center button (on your direction pad) now turns the display off and on and also it stops the phone from sleeping when you use that display off method. This is great for phones that get a bit wierd on their GPS in unattended mode.
Version 0.6 is attached
- New internal tracking code to improve performance and make new feature additions easier (this was more about me than you )
- First audible notices. Each mile/km and distance goal hit. It is just a tone right now, but I will record and add voiced stuff tonight.
- New Settings tab for audible notices
- Smartphone users can atleast start the app and track a run now! (still no settings or view log...that is coming)
Version 0.5.9 is attached
- Fix the View/Save log bug (I hope)...you might have to delete your Run Log (yeah for Alpha testing!)
- New way to calculate speed that is more accurate for me. This might depend on what GPS chip your phone uses...try both and see which you like more (change in the Settings Screen)
Version 0.5.8 is attached
- AppToDate bug fix
- Start of true metric support
- little bug fixes
Version 0.5.7 is attached
- I think the String->Date bug is fixed, please let me know!
- Added an "Action" menu under the left soft key for start/stop/save (silly non-touch screen phone users!)
Version 0.5.6 is attached
- EMAIL A RUN!
(that is a horrible name for the feature right now....since it just gives you a link to share...)
http://www.trackmyrun.mobi/viewrun.php?run_id=18&auth_code=5qii4mfy
Version 0.5.5 is attached
- Settings screen is up and working
- Goal progress is based on settings now (not just 3.1 all the time)
- All based on miles still, KM is coming soon fear not!
- Few more bug fixes and exception catches
Version 0.5.3 is attached
- GPS unattended mode updates
- Few bug fixes
- Ignore Calories/Pace, those spots are place holders/debugging right now...they will work in a later release
Version 0.5.1 is attached
- GPS stays up in unattended mode now (screen off by time out or hitting the power button)
- Few little bug fixes
Version 0.5 is attached
- KML support is all in now
- Go to view a lot (has to be a new one) and select View in Google Maps
- Change the line in the KML file to be green since that yellow was hard to see
Version 0.4 is attached.
- Fixed a few of the stupid SubString() bugs
- Added Experimental KML support! (start a run, do some stuff, then go to options->experimental->Build KML). It will put test.kml in your devices root folder
- Working on new speed tracking code, it is far more accurate...but not done yet (so ignore that it has like 900 #'s after the decimal point)
- Ignore what it says for calories burnt...that isn't what you think it is
ENJOY!
Version 0.3 is attached.
Looks good! I would definatly use this app!
Looks impressive. The auditory upgrade feature would be cool to add.
There are similar Apps. One in particular is also cool is:
GPS Cycle Computer v2
http://forum.xda-developers.com/showthread.php?t=424423
How would this calculate calories burned if your activity differs?
i.e. Rollerblading vs. Running vs Cycling, etc.
or is it simply based on time and distance to give a general calculation?
Nice looking app, I will definitely be keeping an eye out for this one. Keep up the good work.
Does this track coordinates? Or does it track via something else? Cause then I'm thinking that you need an active data connection for this to work :|
Kraize said:
Does this track coordinates? Or does it track via something else? Cause then I'm thinking that you need an active data connection for this to work :|
Click to expand...
Click to collapse
It tracks coordinates, so no data plan is needed at all for this. Just a working GPS. Now, I plan in the future to have online features for showing your routes on google maps and storing run data online, ect...but that is in the future...
band27 said:
Looks impressive. The auditory upgrade feature would be cool to add.
How would this calculate calories burned if your activity differs?
i.e. Rollerblading vs. Running vs Cycling, etc.
or is it simply based on time and distance to give a general calculation?
Click to expand...
Click to collapse
There are some standard formulats that are based on weight, time of exercise and how vigorous the activity is. For walk, jog, run that is easy (since I now your MPH's). For biking, roller blading, ect that gets tougher.
This is looking awesome. Could really do with an App like this. Keep it up and hope your "about a week" estimate is correct for a first beta.
A question though; I have a Touch HD. Has the interface been written to be able to cope with a WVGA resolution?
dom_mitchell1 said:
This is looking awesome. Could really do with an App like this. Keep it up and hope your "about a week" estimate is correct for a first beta.
A question though; I have a Touch HD. Has the interface been written to be able to cope with a WVGA resolution?
Click to expand...
Click to collapse
I have only tested it on a VGA display (my Touch Diamond). I have played with it in the QVGA emulator and the Square VGA emulator. The layout is far from final (I am not happy with it at all right now), so that is in flux a lot.
Go ahead and try the current version if you like:
http://grebowiec.net/trackmyrun.zip
Please be aware this is a VERY alpha version. There are known bugs that throw exceptions that I don't catch...so be nice
If you do however have any failures or success, please let me know.
gweedo767 said:
Go ahead and try the current version if you like:
http://grebowiec.net/trackmyrun.zip
Please be aware this is a VERY alpha version. There are known bugs that throw exceptions that I don't catch...so be nice
If you do however have any failures or success, please let me know.
Click to expand...
Click to collapse
Thanks a lot! I'll give it a go once I get home and give you some feedback!
AppToDate Support
Could you possibly think about having this AppToDate Support. Since this is in the early stages of development, it would be great to run AppToDate to get the current version. Thanks.
Couldn't wait until I got home so just loaded it up here. Everything seems good until I tried to View Log when it crashes out on me.Unfortunately I don't have NETCFv35.Messages.EN.wm.cab installed installed so cannot view details.
Also +1 for Apptodate support!
dom_mitchell1 said:
Couldn't wait until I got home so just loaded it up here. Everything seems good until I tried to View Log when it crashes out on me.Unfortunately I don't have NETCFv35.Messages.EN.wm.cab installed installed so cannot view details.
Also +1 for Apptodate support!
Click to expand...
Click to collapse
Did you start and then stop a run? The log file isn't created until you do atleast one and I bet it is dying trying to read the log file (which doesn't exist yet for you if you didn't do a start/stop)
I will do some reading on AppToDate in a bit, see what all it takes to integrate it.
gweedo767 said:
I will do some reading on AppToDate in a bit, see what all it takes to integrate it.
Click to expand...
Click to collapse
That would be very much appreciated. It just makes things a lot easier.
gweedo767 said:
Did you start and then stop a run? The log file isn't created until you do atleast one and I bet it is dying trying to read the log file (which doesn't exist yet for you if you didn't do a start/stop)
Click to expand...
Click to collapse
Yeah I had done and paced about abit; notched up 0.003 miles. Stopped the run successfully and then tried to view the log.
I've just jogged home from a friend's house (1.237 miles). This time when I stopped the run it crashed. No error code or anything; just said I had to quit and restart.
Sorry that's probably not much good for bug finding!
dom_mitchell1 said:
Yeah I had done and paced about abit; notched up 0.003 miles. Stopped the run successfully and then tried to view the log.
I've just jogged home from a friend's house (1.237 miles). This time when I stopped the run it crashed. No error code or anything; just said I had to quit and restart.
Sorry that's probably not much good for bug finding!
Click to expand...
Click to collapse
Did it do fine during the whole run though?
gweedo767 said:
Did it do fine during the whole run though?
Click to expand...
Click to collapse
Yeah no problems there. Slight lag on speed changes but I guess that's to be expected/part of the suposed and much debated GPS lag on the HD!
No complaints about performance at all.
I'm really liking the look of the App, certianly looks good so far; will be awesome if/when audio feedback can be given.
Something that would be good is if you could make the data from the logs uploadable to a PC to plot onto a graph (via Excel).
Like I said, great work so far! Loving this, who needs Nike/Apple!
dom_mitchell1 said:
Yeah no problems there. Slight lag on speed changes but I guess that's to be expected/part of the suposed and much debated GPS lag on the HD!
No complaints about performance at all.
I'm really liking the look of the App, certianly looks good so far; will be awesome if/when audio feedback can be given.
Something that would be good is if you could make the data from the logs uploadable to a PC to plot onto a graph (via Excel).
Like I said, great work so far! Loving this, who needs Nike/Apple!
Click to expand...
Click to collapse
The lag might be that I only update the display every 5 seconds (that is for all data). I think I might update the speed in real time (there is a call back function I can attach to for that). I do have plans for graphing/tracking/mapping in the future via an upload to a website feature...but that is a bit down the road I want to get all the stand alone client features working correctly first!
Please let us know when you have completed a final version. this program will be very useful. I know its still in the early stages hopefully you will be able to find the bugs and get them fixed, so we can download complete version.

[FIX] Tnt mod based orientation fix for games

Weeds2000 fixed the orientation on our Folio100 to work with games like Asphalt5 and now its possible to play, although graphics are still kinda messed up. but other games like the 3d tilt works nearly perfect now too.
you might find it useful, and VEGAn mod might be able to include this as my FolioTntMod is based of the TNT framework...
Find the download patch i made for our folio in this thread.
it also include a full 360 rotation fix, if you need it
As we all share the same Tegra2 platform and can nearly swap experience here, im posting this to share the fixes weeds2000 made for us...
Hope you find it useful..
Note:
The patch i made might actually work fine as update.zip on your tablet as well, or might need minor adjust to install, but let g tablet modders fix this if needed.
at least now you know its available.
Thank you! One question - do you know what file(s) were altered for the 360 rotation fix? Was it a lib file, for example?
EDIT: Also, to any other modders looking at this, the system.img is a ext2 filesystem image, NOT a yaffs2 image.
roebeet said:
Thank you! One question - do you know what file(s) were altered for the 360 rotation fix? Was it a lib file, for example?
EDIT: Also, to any other modders looking at this, the system.img is a ext2 filesystem image, NOT a yaffs2 image.
Click to expand...
Click to collapse
Roeby wan Kanobi, is this something that could work and be added to TnT Lite? My Clockwork back up just completed
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
Click to expand...
Click to collapse
This could be another watershed update Also- with the accelerometer corrected, folks will be getting exercise by holding up the G while playing games
added:
Perhaps the one extra update that would be nice is a DSP manager so dB level or gain increases can be made. Modders released a DSP manager on the Incredible that allows increases to 3.5mm and speaker output. Hardware based EQ too.
Perhaps being too picky, but louder speakers would be nice.
Did you see.. they provided the SOURCE!!!!! This is what we need!
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Getting my dev unit ready with TnT Lite 3.1.2. There's also a new music player apk I need to test out.
Click to expand...
Click to collapse
What does the patch change? Would is break things when the application developer fixes the orientation code in their game.
We saw this problem fixed in the application in the Gallery 3D application by google, not in framework. http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html
roebeet said:
Yes, I can package it as a supplement - I just need to know what to package.
Click to expand...
Click to collapse
okay here are some details.
the framework.jar modified comes from this file: update-smb_a1002-3338-user.zip
the library should be generic, but is required for the gsensor/rotation/orientation fix as part of the new framework.jar changes.
the 2 primary folders in the framework.jar changed are /android/hardware /android/view
you should be able to easily spot the differences in filesizes..
do note: there is another change android\os\Environment.smali as i modified it to work with /mnt/sdcard and /mnt/sdcard/sdcard-disk0 and /mnt/usbdisk-disk0 for compatibility with folio mount functionality.
here is the "vold" also different but works fine with the tap'n'tap framework.
remember that /etc/vold.fstab needs changed to support the more new mount devices if you wish to use that one too.
360 rotation fix is in android\view\WindowOrientationListener$SensorEventListenerImpl.smali
orientation fix is
android\hardware\SensorManager*.smali
but again, the framework.jar is Tap'n'Tap based, so works directly on top of r3338 edition.. and i made a patch in my section with just framework + lib files included.
rothnic said:
We saw this problem fixed in the application in the Gallery 3D application by google, not in framework. http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html
Click to expand...
Click to collapse
No, as far as i understand, weeds2000 only made the hardware swap sensor reading, so now it acts like a portrait mobile phone, where our Tegra2 has the chip rotated once 90degree.
Dexter_nlb said:
No, as far as i understand, weeds2000 only made the hardware swap sensor reading, so now it acts like a portrait mobile phone, where our Tegra2 has the chip rotated once 90degree.
Click to expand...
Click to collapse
Hmm, so it does a 90 degree rotation. And the device is still a default landscape device. We definitely need to make sure there are no negative effects on games that utilize the acceleromether and worked fine before.
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Thanks for the explanation - this is something I suspected would fix it, but it's good to see that someone had pushed the idea all the way through to an actual fix.
So, I suspect that when the device boots up, it should be in portrait mode initially (until the sensor kicks in).
roebeet said:
So, I suspect that when the device boots up, it should be in portrait mode initially (until the sensor kicks in).
Click to expand...
Click to collapse
That makes more sense to me if that is true.
I read through the code ... Prior to the code change they were performing the rotation either for Acceleration minus Gy on the y-axis
or Acceleration minus Gz on the z-axis and NOT Acceleration minus Gx on the x-axis. Now the axis swap is always occurring... under all 3 conditions irregardless of sensor.
Dont know why there was an exclusion in the first place for Acceleration minus Gx on the x-axis...
When I get back I will look through the code some more...
rothnic said:
Hmm, so it does a 90 degree rotation. And the device is still a default landscape device. We definitely need to make sure there are no negative effects on games that utilize the acceleromether and worked fine before.
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Click to expand...
Click to collapse
rothnic said:
I would assume that the android developers would recommend making this change to framework, instead of handling it in applications if there weren't implications.
Click to expand...
Click to collapse
if Google didn't "invent" the different way of reading sensors, there would only be one way of doing it, so developers would not be able to see it, so an update to like 2.2 or higher is now an requirement, right? but if older games do not check, it would work with them, so this fix solves it as i see it.
putting back androidos orientation handling to its original state, as many developers should be reading it.
I have ported the fix for both TnT stock and lite. As well as Vegan beta 4.
http://forum.xda-developers.com/showthread.php?t=892345
gojimi said:
I have ported the fix for both TnT stock and lite. As well as Vegan beta 4.
http://forum.xda-developers.com/showthread.php?t=892345
Click to expand...
Click to collapse
remember its all done by weeds2000 , i cannot/will not take credits for his effort here, i am just sharing the good work done on this fix.
I have released a new version of the fix, this should clean up all the remaining issues with the accelerometer/compass. Code is also much cleaner now. Some weird hacks you may have seen were caused by the legacy API which was used by my test game.
Only known issue up to now is that the mouse coordinates are also rotated.
The source can be found in the zip file attached to the original post, I hope that all changes are prefixed with // XXX:
The source files are based on the nvidia-froyo tree.
Link:
http://forum.xda-developers.com/showpost.php?p=10209624&postcount=38
Doodle jump doesn't work. Game loads upside-down with home buttons on top. If you tilt left you go right...Any fix for this?
Does this work for the VegaN Ginger Edition, or is that fix built into the ROM, I think I am having issues with some games on that ROM.
bmw4aaron said:
Doodle jump doesn't work. Game loads upside-down with home buttons on top. If you tilt left you go right...Any fix for this?
Click to expand...
Click to collapse
I think you can write the developer and tell , that the games is not working normally.. all other games work fine, so why would one game stand out, only reason, bad programming, or misunderstanding of androidOS and orientation. maybe developer thought he should fix the "orientation" in his game on tablet, and forgot other trying to make it reverse.. so: bad programming and choice of developer..he should follow guidelines and not his ideas.

[Q] HTC HD2 Iron Man 3 not working

Hi all
I have flashed Android 4.2.2 from tytung and Iron Man 3 force closes when i reach some distance.
I searched the web and someone says that is RAM problem. Before i have android 4.0.4 on sd card with haret.exe and it was working maybe lagy but it was working.
Now when i open the game it is not lagging but when i reach some distance it force closes. I tried RAM EXPANDER, SWAP FILE, RAM MANAGER PRO but nothing helps.
ANY SOLUTIONS???
have you tried setting background processes lower in developer options?
OK i will try it. i select no background apps and kill every app when user leaves it...
I found the solution
Thank you for the opinion. It wasn't working but it give me idea to check everything in developer options. I select 4xMSAA and the game was working, maybe laggy but it was working...
Anyway thank you again..

[BUG Report] GT-I9100 Dialer isnt correctly working / AOSP Camera Bug

Hey,
I didnt know where i should Post my Bug Report so if its the wrong section dont hold back to tell me.
I'm currently using my Galaxy S2 for daily use and after flashing some Kitkat Roms Omni is in my opinion the most stable rom and with Nova + ART a damn fast Rom, so thank you very much for supporting my Device.
I dont know whats happening the last weeks but it all began with an Opendelta Issue, i wiped all Data / Factory Reset via TWRP and flashed the Rom completely new and OpenDelta still didnt work, it just said every day its all up2date. Now after a couple of days it is working again, dont know if it was a Server Issue or something else - at the official Omni Page no one post News so i have always to guess whats happening
Currently i found 2 Bugs, if you want to call someone you open up the Dialer and then the Button for the Numbers but after clicking it, theres nothing(Screenshot is attached). You have to go back and try it again then the Numbers are there. The second Problem is that there is no Zoom in the AOSP Camera App if you record a Video. My currently workaround is the Google Camera App, there all is working fine. Also there are some Issues with Apollo , freezing , doesnt update the Song DB etc. , dont know why its so popular - its horrible. Replaced it also with a 3rd party App - Omich/Rocket Player.
The last Problem is that not everywhere in the Settings the correct language is used, if you need some translation help im sure many users would like to help(including me) but that is in my opinion nothing critical .
...and sorry if my Text was hard to read, its not my native language but im working on it :silly:
Regards
Per the FAQ, this is not the place to put bug reports.
However, I9100 hasn't been maintained in a long time, so filing a bug report will be a waste of time. Support for this device is currently going to be dropped with Android 5.0, and if it receives 4.4 bugfixes, that'll have to come from a new maintainer as none of the former maintainers have time/motivation for the Exynos 4210 devices these days.
Some of the issues you describe with Apollo aren't Apollo issues, but the result of a very deep-down core bug that has a side effect of screwing up storage access. This bug has been known for nearly a year (there's a big thread disucssing it somewhere around here...) and still no one has found a fix for the root cause. In fact, it's one of the #1 reasons the device is getting dropped for L. (It will absolutely not receive nightlies unless someone finds and corrects the root cause.)
Hey,
Thank you for your response. :good:
I reported the Bug on jira and there is a workaround for the Dialer Bug: Setting The Animator Scale higher than 0.
The Drivers are the problem right?
pfxandroid said:
Hey,
Thank you for your response. :good:
I reported the Bug on jira and there is a workaround for the Dialer Bug: Setting The Animator Scale higher than 0.
The Drivers are the problem right?
Click to expand...
Click to collapse
Well, there are three things you listed:
1) Dialer stuff - probably some sort of odd HDPI issue and/or graphics subsystem stuff. The Exynos4 graphics subsystem is why many developers don't want to ever touch the platform again.
2) Zoom in video - What resolution was Google Camera? Zoom has NEVER been available for 1080p resolutions on the Exynos 4210 family, not even stock firmware will zoom in 1080p
3) The storage issues are a symptom of a deep-down kernel bug that no one has found the root cause of. This is the #1 reason the device is getting dropped for 5.0 - there is no chance even if a new maintainer steps up that nightlies will resume until someone tracks down the root cause of this one. http://forum.xda-developers.com/showthread.php?t=2612329 has more discussion (warning: It's long...)

(help) Game Helper, 3.0.1

So the latest 3.0.1 Phoenix update is fantastic with com.tencent.id the western version, smooth as butter!
But here's my problem
I'm playing the asian version com.pubg.krmobile and already got my save file using this version.
The high settings for the game isn't there, the customs settings that game helper is applying for the western version is not there.
This leaves me with low settings and also a weird bug when aiming. Right clicking makes the mouse disappear and I can aim as normally. But somehow there is a limit to how far left or right I can aim. It's like the mouse hits the corner of the screen and the aim stops.
These two games are almost identical so I tried changing some settings making Game Helper think pubg.krmobile it is tencent.id by changing the configs in game helper data/data root folder. Anyone got any great ideas for fixing the mouse bug?
I have the same issue ??
Yeah figured I'm not alone.
Too bad I cant register on Phoenix OS homepage. Get error with the register form saying the security question isn't filled out. Would be nice to be able and ask the makers behind this awesome OS to add support for us too.
Is this problem gonna solve??? hoped better than blustacks
Excalib3r said:
Is this problem gonna solve??? hoped better than blustacks
Click to expand...
Click to collapse
hey just install phoenix x64 3.0.1 ,,,,and run phoenix os ,you should stay connected to the internet and install pubg first (xapk file),,after installing dont open it just close it and then open game helper and add pubg then open pubg via gamehelper ,if keys mapped automatically then you r good to go,,,,,,,,,,,,and i was also facing the same problem if mic dont works and system crash then ask me again
PhoenixOS
As you mentioned I'm also having the issue when I plug in my headset the system crashes. Have you fixed it?
I’m facing the same issue. I hope there is a fix to this problem
Where is the mapped data stored and file name?
Same
Can you show me how to edit that config?
will we get ban if we play pubg in phoenix os??
Game Helper Shooting Mode fix
All we want is able to activate shooting mode in PUBGM KR just like in global version. anyone has any solution?
RAmunDIR said:
All we want is able to activate shooting mode in PUBGM KR just like in global version. anyone has any solution?
Click to expand...
Click to collapse
I need to!
hai guys i'm using phoenix os 2.2.1 and it can run smoothly on my laptop, but the game helper it's an old version so the features it's incomplete, do you guys know how to update the game helper?
{sorry for my bad english}
i'am from indonesian

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