Tuesday, May 14, 2013

Re: [android-developers] setEGLConfigChooser

It seems like I did not need the alpha channel.  

I wasn't sure because I was using some less common Porter-Duff blending for a fire and explosion particle effect.  Anyhow, I removed the alpha channel, and it looks the same.  

Also, I made a mistake, and I didn't really need the depth buffer.  So, I'm basically trying RGB 888 now with no depth buffer.

It's pretty much this:

this.setEGLConfigChooser(8, 8, 8, 0, 0, 0); 

I'm going to keep an eye on the ACRA logs, and hopefully I won't see any more stuff about EGL_BAD_MATCH.

Thanks.


On Monday, May 13, 2013 2:45:24 PM UTC-5, Romain Guy (Google) wrote:
I don't know of any device out there that doesn't support RGB 888 with a 16 bits depth buffer. The Android UI toolkit requires an RGBA 8888 configuration to work.

By the way, do you need the alpha channel? Unless your window is translucent you should avoid using it.


On Mon, May 13, 2013 at 12:32 PM, bob <b...@coolfone.comze.com> wrote:
Let's say you're setting up a GLSurfaceView.

You want it to look good, so you do this:

this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);

That's probably fine if the user can support that video mode.

But what about, if for some reason, the user's device can't support that mode?

Is there a graceful way to detect this condition and fall back to a less desirable video mode?

Thanks.

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Romain Guy
Android framework engineer
roma...@android.com

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