have anyone testet glb app on this device ?
is it ok to buy this ?
Ive got one but not tested any glb stuff on it yet, send an apk and Ill test it :)
I've been using one with GLB for over a month now and it's a match made in heaven. GLB is silky smooth on it. ;)
Apparently my game doesn't work on it. I just have to add it to the large list of devices it doesn't work on :(
Yep, all my stuff refuses to work on Nexus 7 too (a shame really as i would prolly would have had about 1,500 sales by now going by all the cancelations and emails Ive had). Gernot is aware of the problem tho and is beavering away at a solution ;)
I wonder why mine works fine? What is the problem you guys are having?
Nexus 7 should work. Howover which kind of issues was it?
Here is a x/y resoulution swap issue, which is common in some devices, and glbasic orientation not correct. The x/y swap should have been fixed in next beta. That mightbeen happens here (just like landscape mode on htc desire hd)?
The orientation issue can been fixed by your self. You just need a java call and check its orientation and set orientation to that. I have code for that in bug section.
Great so I buy myself an Android device to test my GLB stuff as my chinese android device is tortoise fodder and now to hear I've effectively wasted my £160 dev money is not good news. :rant:
So what exactly is the problem and what is the FIX. I appreciate all the fixes will be in GLB11 but hey we've all purchased GLB<11 how about that working first!!!!!!!!!!!
Sorry just annoyed at what seems to be wasting my money from reading this thread :x
Its due Android have a very akward design how resoulution and orientation works. It's a clear to seen between HTC desire hd and HP touchpad.
Documentation is not good either and each device want do own thing some times. But a GetOrientarion from a java command is your friend, and glbasic not using that (but you can call that your self).
That why I locked my game to portrait mode for now.
I do happy the x/y swap issue should finally been fixed in next beta (hope I see that soon) and then more devices works. I'm pretty sure most issues with devices is those.
It's might also happens with nexus 7, If not aware of those issue.
Quote from: spacefractal on 2012-Nov-06
Its due Android have a akward design how resoulution and orientation works. It's a clear to seen between HTC desire hd and HP touchpad.
Documentation is not good either and each device want do own thing some times. GetOrientarion from a java command is your friend and glbasic not using that.
That why I locked my game to portrait mode for now.
I do happy the x/y swap issue should finally been fixed in next beta (hope I see that soon) and then more devices works. I'm pretty sure most issues with devices is those. It's might also happens with nexus 7, If not aware of those issue.
I will do some tests of my own but if I am interpreting you correctly then setting a landscape mode causes issues with the x/y thus keeping portrait mode x/y is correct?
Quote from: spicypixel on 2012-Nov-06
Great so I buy myself an Android device to test my GLB stuff as my chinese android device is tortoise fodder and now to hear I've effectively wasted my £160 dev money is not good news. :rant:
So what exactly is the problem and what is the FIX. I appreciate all the fixes will be in GLB11 but hey we've all purchased GLB<11 how about that working first!!!!!!!!!!!
Sorry just annoyed at what seems to be wasting my money from reading this thread :x
I fixed this issue easily by messing with one of the XML files and adding a command to my game init. I'll post the details later.
Nexus 7 should itself been run glbasic very flawless. I want that device by my self on the highest list too. Its a cool little device.
But there is still some annoyring bugs, which also can been happens on that device. Its depend of configuration, so I guess the common bug is that one?
http://www.glbasic.com/forum/index.php?topic=7915.msg73286#msg73286
That is a annorying bug in Glbasic, but its should just have been fixed by Gernot, which Im happy for that (a bug I even want to paid for). That bug fix should also fix eventuelly Nexus 7 issues as well in some configuations.
ps. Sorry if I offtyped the thread, its was not meant from me.
The issue with Nexus 7 is that when using CREATESCREEN/USESCREEN you will get similar errors to:
I/glbasic ( 8665): glBindRenderbufferExt failed 8cd6
which is:
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
I believe this is an issue within GLB whereby it's not defining the correct z buffer component (16bits vs 32bits).
If you do NOT use createscreen/usescreen in your app/game, then it will run perfectly fine on the Nexus 7.
Note: The same also applies to the Asus Transformer.
Nice bug found and well explained. This can been why some people have problems with this device.
Can you post that on the bug section? I think Gernot need to see on that one (if you not allready have did that?), and thinks its mightbeen fixed easy?
I found more info here:
http://stackoverflow.com/questions/3613889/gl-framebuffer-incomplete-attachment-when-trying-to-attach-texture
Could that explain the issue?
Pity CREATESCREEN/USESCREEN won't work. There is so much you can do with that. As for orientation issues I haven't experienced any even with GLB version 10 but then I've been sticking to a fixed orientation and editing the manifest.xml file.
Mostly my experience has been that the Nexus 7 runs things so fast & smooth that I get overly ambitious with my code. For example, I wrote a particle engine on the weekend that works wonderfully on the Nexus 7 but the effects it creates can get very slow on an old Nook Color when I've got many hundreds of particles moving, rotating, changing colour, etc. Worth keeping a slower device around just to get a sense of what some users are going to have to put up with.
Some games that have been published in GLBasic don't seem to work. For example, I couldn't get Q*Boyd to start.
I've already spoken with Gernot about this issue and I believe he's looking into it. Will post in bugs section so it doesn't get lost :)
Min's Q*Boyd uses createscreen/usescreen so suffers this issue. Shame really as I'd love to play it on my N7 :(
For the xy swap issue, this fixes it for me...
SETORIENTATION 0
As part of the game initialisation.
and my "AndroidManifest.xml" looks like this...
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.zzkjsoft.vector"
android:installLocation="preferExternal"
android:versionCode="1"
android:versionName="0.001">
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="14" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.VIBRATE" />
<uses-permission android:name="android.permission.BATTERY_STATS" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<supports-screens android:resizeable="false"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:anyDensity="true" />
<application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="false">
<activity android:name="org.libsdl.app.SDLActivity"
android:label="@string/app_name"
android:screenOrientation="sensor"
>
<!-- android:configChanges="orientation|keyboardHidden" -->
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Notice the: android:screenOrientation="sensor"
I have little tweeks elsewhere but I think this was the one that fixed the XY swap issue(Really just it thinking it was using portrait coordinates on landscape).
I can take none of the credit for these tips as they were all sourced on the bug forum threads.
They diddent fix all issues (as I througt). SETORIENTATION display.getOrientation() (a Java command) fix that. XY Swap is still on HP Touchpad with "Sensor" (which also should fixed in next beta now).
Also dont use CREATESCREEN and GRABSPRITE for now, if you want to been safe to been works on most devices as possible. I thinks CREATESCREEN is possible to fix, but GRABSPRITE might not been possible. So for me priotity fixing the CREATESCREEN issue first.
If you use CREATESCREEN for scaling, its also about twice as first doing that on backbuffer directly with scaling. In my next game I might also need CREATESCREEN for other reasons.
Quote from: fivesprites on 2012-Nov-06
I've already spoken with Gernot about this issue and I believe he's looking into it. Will post in bugs section so it doesn't get lost :)
Min's Q*Boyd uses createscreen/usescreen so suffers this issue. Shame really as I'd love to play it on my N7 :(
I hope its ok for you, I have posted the CREATESCREEN issue here, so its dont got drown here:
http://www.glbasic.com/forum/index.php?topic=8682.0
Its annoying its not working on so such a nice device.