cannot compile source with OoO issue.

by Sandy » Fri, 13 Mar 2009 01:42:42 GMT


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 Hi All


I experienced one issue when I try to build my app.

java.lang.OutOfMemoryError: Java heap space :
at com.android.dx.ssa.SsaMethod.getGoto(Ssa Method.java :231)
..............
...............

Thanks

Sandy

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Hello everyone. Running into REALLY interesting problems with OpenGL
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vertices are not being rendered but the gl.glClear() command is
working just fine. I followed in with the de{*filter*} and it does go into
the rendering function and such but still not rendering the
vertices...

Here is the code in PasteBin (easier to read:  http://www.***.com/ 
)

And here is the same thing pasted here:
// VERTICE INIT
int one = 65536;
int half = one / 2;
int vertices[] = {
-half, -half, half, half, -half, half,
-half, half, half, half, half, half }

ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);

// AND IN RENDER
gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
gl.glColor4f(1, 0, 0, 1);
gl.glScalef(50, 50, 1);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);


Also I got my projection set in 2D ortho projection to match screen
coordinates so that's why scale to 50,50 to actually make a bit
bigger. I've tried using glDrawElements and glDrawArrays and nothing
on the actual phone but works perfectly fine on the actual emulator.
Any ideas where I might be going wrong? Why is the actual phone not
rendering the vertices like the emulator is? Am I missing something
completely here?

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