drawing a circle using OpenGL ES

by ab » Mon, 16 Nov 2009 12:48:51 GMT


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 Hi,

I've been working  on a small app for my phone, and I wanted to add a
feature that needs
a circle to be drawn to screen. I was wondering how I could do this
using OpenGL ES. can anyone help?

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2. cocos2d for Android updated: Please help test on real phone.

I tested out the debug build from the site on my G1 phone running the
OTA Android 1.6 firmware:
http://cocos2d-android.googlecode.com/files/Cocos2D-debug.apk

AtlasSpriteTest, AtlasTest, ClickAndMoveTest, CocosNodeTest, MenuTest,
MotionStreakTest, SceneTest, SpritesTest showed white squares where I
would expect textures:
http://i.imgur.com/3w3En.png

Some of DrawPrimitivesTest works:
http://i.imgur.com/Es2H7.png

ParallaxTest crashed:
W/dalvikvm( 9532): threadid=3: thread exiting with uncaught exception
(group=0x4001da28)
E/AndroidRuntime( 9532): Uncaught handler: thread main exiting due to
uncaught exception
E/AndroidRuntime( 9532): java.lang.RuntimeException: Unable to start
activity ComponentInfo{org.cocos2d/org.cocos2d.tests.ParallaxTest}:
java.lang.NullPointerException
E/AndroidRuntime( 9532):        at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
2401)
E/AndroidRuntime( 9532):        at
android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
2417)
E/AndroidRuntime( 9532):        at android.app.ActivityThread.access$2100
(ActivityThread.java:116)
E/AndroidRuntime( 9532):        at android.app.ActivityThread$H.handleMessage
(ActivityThread.java:1794)
E/AndroidRuntime( 9532):        at android.os.Handler.dispatchMessage
(Handler.java:99)
E/AndroidRuntime( 9532):        at android.os.Looper.loop(Looper.java:123)
E/AndroidRuntime( 9532):        at android.app.ActivityThread.main
(ActivityThread.java:4203)
E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invokeNative
(Native Method)
E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invoke
(Method.java:521)
E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit
$MethodAndArgsCaller.run(ZygoteInit.java:791)
E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit.main
(ZygoteInit.java:549)
E/AndroidRuntime( 9532):        at dalvik.system.NativeStart.main(Native
Method)
E/AndroidRuntime( 9532): Caused by: java.lang.NullPointerException
E/AndroidRuntime( 9532):        at org.cocos2d.nodes.CocosNode.addChild
(CocosNode.java:336)
E/AndroidRuntime( 9532):        at org.cocos2d.tests.ParallaxTest.onStart
(ParallaxTest.java:236)
E/AndroidRuntime( 9532):        at
android.app.Instrumentation.callActivityOnStart(Instrumentation.java:
1205)
E/AndroidRuntime( 9532):        at android.app.Activity.performStart
(Activity.java:3519)
E/AndroidRuntime( 9532):        at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
2373)
E/AndroidRuntime( 9532):        ... 11 more
I/Process (   79): Sending signal. PID: 9532 SIG: 3

RotateWorldTest:
http://i.imgur.com/Nfkzv.png

SpritesTest and SceneTest wouldn't start about half the time I tried
them: "Sorry! Activity Cocos2D (in application Cocos2D) is not
responding." Log was this message repeated very many times:
W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)

I was talking to someone who used cocos2d on the iPhone recently. It
sounded like he got a lot of great functionality without having to
implement it himself: particle systems, sprites with acceleration/
physics, plugins for facebook/twitter. It would be great to see it
make it to Android. Thanks for putting in the work so far.



> Philip

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