How to use Gallery3D on lower resolutions? - Android Software Development

Gallery3D is originally designed for the Nexus One's resolutions.
I see that other devices have gotten it working on their phones similar to the resolution on the Eris.
I have tried taking the .apks from those roms, but I still get a rotation bug.
How can I fix this?

Related

Opengl white textures problem and froyo 2.2

Has anyone ran into problems with Opengl textures on Froyo 2.2, cant seem to get the textured triangle sample to display a texture on my 2.2 nexus one, works fine on the 2.1 emulator. But when I build and run the API demos from the SDK and select the texture triangle it works fine, this is driving me crazy why the same code doesnt display any textures if it’s built as a standalown app. I have tried adding ‘nodpi’ and ‘drawable’ dir’s with the texture images too.
Oh I'm pretty sure it worked fine when my nexus one was running 2.1.
Thanks
Think I solved it, i will post the fix later.
So what was the problem? I'm experiencing this to. I noticed the issue happens if I have ndroid:anyDensity="true" in my app manifest, but if I use anything else, I don't get the full 800x480 screen resolution available to me.
Same issue is happening to me as well. My little opengl 2D test app ran fine in my Nexus 2.1 and after upgrading to 2.2 textures are completely white. Would you please tell us what was your problem?
Thanks!
I think I have your solution.
First, as people may already know, to get the full resolution you want <supports-screens android:anyDensity="true" /> in your application manifest.
The textures are white because when you load them from a Bitmap, android has resized them and the resizing has made them a size that is not a power of 2, so it borks when you load the texture into opengl.
So how to you stop Bitmap from doing that?
create a folder in your "res" directory called "drawable-nodpi" and move your images in to that folder and the system will stop resizing them.
this is only an issue if you are using resources, if you load your images from assets or some other place, then I don't think the system resizes them.
Hope this helps, it worked for me.
-James
Hey James, thanks for your insight
However I just did as you said but I'm still getting the same result. I never used power of 2 textures and they were perfectly rendered; I'm guessing GLUtils.texImage2D already does the dirty work.
anyDensity is set to true, bitmaps are inside drawable-nodpi, all screens are set in SupportedScreens... dunno; I'll guess I'll try to load the texture from elsewhere, not the resources, and see if I can pinpoint the problem.
Hi,
I almost forgot to post here. All James said is true and doing as he said (and using power of 2 widths & height for textures) made it work, but a special circumstance was blurring my point of view here.
The circumstance is that NPOTs seem to be supported in Nexus One with Android 2.1, but not 2.2. Why this support was removed remains a mystery to me
Sorry about not posting what I found and I dont have thread update email reminders turned on. All I did was strip down the api demo (which works) to just a single project and used it as a template.

Camera Quality

I've been running android for about a month now and am extremely pleased with how well this platform works on the HD2. Of course there are still a few bugs that have been covered repeatedly on these forums, but one issue I havent seen discussed much is with the camera quality. I am running the darkstone HD2Froyo V2.1 build, so I have 5MP capability, but still when I run the device in windows (which is rare lately) it takes far better pictures, which fill the entire screen. I do have the BSB camera tweak activated on windows, which I believe improved the quality, but if we could at least get full size photos while running android I would be content. I'm actually hoping that I am just missing something, and wondering if there is a quick fix. If not, thats ok - this phone just works so much better running android. Thanks for any replies...
sswindows said:
I've been running android for about a month now and am extremely pleased with how well this platform works on the HD2. Of course there are still a few bugs that have been covered repeatedly on these forums, but one issue I havent seen discussed much is with the camera quality. I am running the darkstone HD2Froyo V2.1 build, so I have 5MP capability, but still when I run the device in windows (which is rare lately) it takes far better pictures, which fill the entire screen. I do have the BSB camera tweak activated on windows, which I believe improved the quality, but if we could at least get full size photos while running android I would be content. I'm actually hoping that I am just missing something, and wondering if there is a quick fix. If not, thats ok - this phone just works so much better running android. Thanks for any replies...
Click to expand...
Click to collapse
Android isn't perfected yet, I think the max MP is 3 currently.
I realize that, and am in no rush. I just wanted to see if there was a quick fix or perhaps a camera program in the market that anyone knew of... The build I am using actually takes 5MP pictures which don't look bad, but for some reason they look much nicer when taken on windows.
I'm rubbing 2.2 froyo V2 as well, in the build it says that its a 3MP camera. If we are running the same Android, then I doubt you have 5mp, as a 3MP would result in smaller pics
Sent from my HTC Desire using XDA App
Here is a list of the upgrades stated for this version:
Release Notes:
- Bluetooth is now functioning
- Camera flash overexposure issue resolved
- Custom theme
- Stock build with no additional changes
- Full ram
- CPU speed set to scaling for better battery performance and heat reduction
- Flashlight app included
- Creates 512 MB data.img
- For better performance and better battery life change wallpaper to a static one.
- Use default launcher, not launcherpro or ADW Launcher. May lower chances of touchscreen freezes.
- Reboot after first boot to complete configuration. All apps will work fine after this. THIS IS IMPORTANT.
- Camera is 5 megapixel
- Using conservative cpu scaling
- Capped to 883mhz at the maximum by default, use SETCPU to uncap this speed if you wish to benchmark
- USING TITANIUM BACKUP TO RESTORE DATA MAY CORRUPT THIS BUILD AND CAUSE ISSUES.
- First boot may use a lot of battery and make your HD2 warm, this is normal.
- Bluetooth Headset now supported in calls, press the Bluetooth option during the call twice, one time to disable the headset, and the second time to re-enable. After this, bluetooth headset functions.
This is the HD2Froyo V2.1 build. If it is still 3MP I would feel better as the quality is not as good as the stock windows and perhaps that would explain why the pictures do not fill the screen.
But since it states 5MP I thought maybe there was tweak such as the BSB setting for windows that could improve the quality. I also figured that the reason the images do not fill the screen is because the build was taken off of a phone with a smaller screen.
Again, I'm in no rush here, and am happy to wait for these bugs to be worked out, just wanted to be sure I wasnt missing something simple along the way...

Changing DPI and new market makes apps incompatibility

Hello.
Im currently using Cognition V1.31, this rom includes the new Market.
What happens when I changed the DPI is that some apps wont install trough market, it says that my device is not supported. (The install button isnt present)
If I delete the new Market, and replace it with the old market everything works again.
Apps that wouldn't install using new market and DPI is, Skype and Lookout
Anyone else that have the same issues?
Yeah, Im having this problem with a lot of apps. I didn't know it was because of the DPI change, i thought it was just the new market that was having these problems?
Set dpi to 240, install apps and then set dpi back to desired custom dpi
For me it happens also with old market app.
Keeping the old market until its fixed.
Sent from my GT-I9100 using XDA Premium App
App incompatibility with custom dpi = Android bug?
I'm on an Evo, but have the same problem. I spoke to the developer of one affected app, (AutoKiller,) and to the best of their knowledge the incompatibility issue is not related to their code.
The problem is also evident at market.android.com, which identifies many apps as incompatible as of late, when using custom dpi scaling.
After picking through the manifest files of a handful of apps, I've found no relation between the apps that exhibit this problem, or even anything that sets them apart from apps that will still install normally. AutoKiller even specifies in the manifest that any density screen should be supported. Additionally, there is no apparent connection to the target and required SDK versions.
I'm about ready to call this an Android bug, maybe a Market bug, even. The Android Dev Guide page on "Supporting Multiple Screens" implies that valid ranges for an hdpi display are between 200 and 279. I tested this range on my Evo and found that not a single framework resource breaks within it. Immediately outside this range - i.e. 199 or 280 - certain screen elements fail to display properly.
Honestly, it's getting annoying really fast. If I have some more time to look into it later, I may file a bug at Google Code. At the very least, the cause of this "incompatibility" nonsense should be documented in the Android Dev Guide, so that it can be anticipated, understood, and avoided when appropriate.
(I can't post links yet, so find the "Supporting Multiple Screens" document @ developer.android.com/guide/practices/screens_support.html if interested.)
Im running on an Xperia Play with a DPI of 200 (Default: 240) and cant download essential apps that have said bug (Ex. Facebook). Hopefully we find a solution.
I thought I was the only one with this problem. I just recently started using Gingermod asop rom and everything was working perfect until I changed DPI and tried to update some apps.
doesnt do anything with the dpi but.
http://amip.tools-for.net/wiki/android/marketaccess
It's not a bug, it's a feature. The market checks your device resolution against what the dev reported to work. If it's too high the app might not work at all or draw incorrectly. Some apps have HD versions which work with higher DPI's check those out.
GIR said:
It's not a bug, it's a feature. The market checks your device resolution against what the dev reported to work. If it's too high the app might not work at all or draw incorrectly. Some apps have HD versions which work with higher DPI's check those out.
Click to expand...
Click to collapse
Devs I have spoken to report that they have NOT intended for this to happen. Additionally, I have yet to find a single APK which suffers from this problem and has DPI constraints defined within its AndroidManifest.xml.
I have ripped apart over half a dozen apps trying to find the cause of this, and as a matter of fact, the first one I opened up explicitly specifies compatibility with ANY screen density.
Feature? That's not what it's called when even the devs don't have control over it.
(For clarity, an optional declaration in an application's AndroidManifest.xml is what determines screen density constraints, if any. By default, applications willingly install and run on any screen density for which they have fitting resources. From the dev's standpoint, these densities are not measured in exact pixels, but instead in named ranges (ldpi, mdpi, hdpi, and xhdpi.) When outfitted with resources that match the screen density range, the system scales resources at runtime to meet its exact needs. For more information about how Android handles screen density, please review the article I referenced before.)
You guys are on the right track.
Custom dpi (lcd density) seems to cause the "incompatible" problem with the new market.
http://forum.xda-developers.com/showthread.php?t=1196417
Going back to 240 dpi and clearing market data makes everything work as it should.
You can then go back to your custom dpi, but most users are reporting the problem comes back after a while.
Thanks for the heads-up - I had no idea it would have been from the DPI setting.
It would be great if there were a way to spoof density, so the market always identifies at 240dpi, (or appropriate.) Switching and rebooting all the time sucks. Anyone with some smali skills want to try hard-coding it into the new Market.apk? I will be trying, but I've had zero luck with APK modding thus far
Sent from gingerbread-evo-deck
Google is apparently aware of the problem and considering what to do about it. Post: "Anyone with different LCD density and Market issue, look here"
In the meantime, I have found that doing a soft-reversion to 240 with LCDDensity For Root when I want to run updates is not too much hassle.
thanks bazofia
bazofia said:
Set dpi to 240, install apps and then set dpi back to desired custom dpi
Click to expand...
Click to collapse
Thanks man!
Check out this thread, worked for me:
http://forum.xda-developers.com/showthread.php?t=1839871
Just download one of the attached files and flash in CWM.
Sent from my GT-I9100

[Q] Tilt Sensors Way Off

Sky maps worked wonderfully when I first got my tablet a few months ago. However, flashing custom roms seems to have royally screwed up the tilt sensors (I have tried multiple different roms, nothing seems to address it). Compass is okay, but X and Y axes are reversed (i.e. it pitches when it should roll, and vice versa). This happens in both landscape and portrait.
Anyone run into this before, or have any idea how to proceed?
playing SpeedX 3d the tilt sensors worth great, playing table labyrinth where you have to roll the ball through the maze to reach the other side is totally FUBAR, the sensors are opposite of each other which makes it impossible to plays.
So with my finding it works fine with some games and terrible with others.
I noticed the same issue on the a100.
SoHaunted said:
playing SpeedX 3d the tilt sensors worth great, playing table labyrinth where you have to roll the ball through the maze to reach the other side is totally FUBAR, the sensors are opposite of each other which makes it impossible to plays.
So with my finding it works fine with some games and terrible with others.
Click to expand...
Click to collapse
Admittedly, I haven't tried it with too many other apps, but those that I have are problematic (sky maps and several sensor-reading apps). It's frustrating because it used to work just fine with sky maps.
Which version of HC are y'all using, 3.1 or 3.2.
On 3.2 I'm having no problems at all.
Just wondering?
Check out "GPS Status" app on the market, it has an option to calibrate the pitch and roll sensors, maybe you just need a calibration..
It will also show the actual pitch/roll values which may help.
kiwi_mat said:
Check out "GPS Status" app on the market, it has an option to calibrate the pitch and roll sensors, maybe you just need a calibration..
It will also show the actual pitch/roll values which may help.
Click to expand...
Click to collapse
"A Tilt Labrynth" also has a built in calibration tool as well
If I'm not mistaken, those calibration utilities only affect the program that they're part of - they don't have any effect on global settings.
[Edit: I'm using 3.2 (Taboonay 2.1b), though the problem was also present on several other 3.1 and 3.2 roms]
I'm running Skeye and Mobile Observatory on my A500 and havent noticed any problems at all with the x/y axis' being off. Honestly, I haven't paid that much attention since I also have both programs installed on my phone and mostly use it instead since I can mount it to my scope for push-to guidance. But just locating Polaris and other well known objects seem to be spot-on. May want to try another program and see if that fixes the issue.
fasteddy86 said:
If I'm not mistaken, those calibration utilities only affect the program that they're part of - they don't have any effect on global settings.
[Edit: I'm using 3.2 (Taboonay 2.1b), though the problem was also present on several other 3.1 and 3.2 roms]
Click to expand...
Click to collapse
as that maybe true it would help people figure out of the calibration is off on the tablet. if the calibration is off then we can look into why its happening in stead of what apps are having the issues
Timelord83 said:
as that maybe true it would help people figure out of the calibration is off on the tablet. if the calibration is off then we can look into why its happening in stead of what apps are having the issues
Click to expand...
Click to collapse
Well there's no question that my sensors are off. The only apps that work are those that come bundled with a calibration function. There's a long-standing defect logged with elgoog about the fact that there's no easy way to calibrate, but they've not addressed it yet.
I know some phones come with a calibration function, and others at least have files where one can change the values...

Apps Confusing the Note as a Full Size Tablet

Has anyone else run into this problem? Care to list such apps?
Google Music's interface is much different on the Note than it is on an S2 (at least for me). Where on the S2 artists, albums, etc are displayed in a long list of names, on the Note they are displayed in a long list of thumbnails of the artist, album, etc. This layout would make sense on a full size tablet and horizontal scrolling but it is very inefficient on the Note. Also much more taxing on the hardware (not that the Note is lacking in this department though). I would much prefer the S2's layout to quickly find an artist or scroll through the list.
Swiftkey X gives a warning when installed saying the phone version is incorrect for this device (the Note), use the tablet version. However, skipping the warning is not detrimental and the phone version works perfectly on the Note (have not tried the tablet version).
I assume this has to do with the resolution of the Note and apps confusing it as a Full Size Tablet. Anybody else seen this problem? On what apps? Workarounds?
JoyR2 said:
Has anyone else run into this problem? Care to list such apps?
Click to expand...
Click to collapse
I don't know if it's a 'problem'.
I don't necessarily like it with certain programs (some games are a bit painful to play), but I don't consider it a bug or anything.
It's a matter of detected screen resolution and how the app decides to use it. I don't see any workaround for it, unlike windows where you can use a selected resolution.
It would be nice for there to be an option to set screen resolution.
I imagine there are some people interested in the note because they want the larger size (larger icons/text/buttons/etc) but not necessarily the higher resolution. You can't always set that.
- Frank
it has full tablet resolution so it should run like that
kromosto said:
it has full tablet resolution so it should run like that
Click to expand...
Click to collapse
Ya, I know. But for some apps it really is not optimal. Just trying to get a feel for how many apps are going to encounter this "problem" (for lack of a better word).
Use spare parts to make the adjustment
Sent from my ADR6400L using xda premium
Plume thought that my note was a tablet. However the support team gave me a corrected version and said that it will be sorted in their next release

Categories

Resources