I will say that unlike most of the other Android devices, the Droid/Milestone use a PowerVR SGX 530 GPU, which handles texture compression completely different than the ATI-derived GPU used in the other chipsets. Unless the app is modded to a) store the textures uncompressed; or b) use PowerVR's proprietary texture compression method - then it will not display properly.
Qualcomm had to recode Armadillo Roll and NeoCore to run on the Droid, I suspect you are running into the same sort of issues. However, I could be wrong, as I am not a programmer. It does make sense, though.
Originally Posted by Patton
Welcome to the forum. Hang in there, you will figure this out. We're looking forward to trying your game out on our Droids!
hi vladimir welcome to our nice community !
more testers with different debug versions could help. but i dont know if vladimir haves time to create this much debuf versiuon actually. the tip with the gpu sounds interesting. what do you mean vladimir ? greets.
When we figure out what's the problem with Spacetracks, then I'll definitely need more testers to confirm that Spacetracks is finally working. Until then, one tester is enough, because I have no time to make more debug versions in one day (I have to go to work:).
I've heard about Qualcomm and Neocore, and some other games that didn't worked well on Droid and needed to be reprogrammed. I've read somewhere that the Droid has a bug in OpenGL when you work with VBO's, but Spacetracks doesn't work with those buffers. I've read also that the Droid has problems displaying 16bit (565) textures; I'll try with 24bit.
BUT, it's a mystery to me that some parts like the loading screen, garage intro, and all menues in the title screen are working. If Droid had some issues with OpenGL, then I guess, nothing could work, right?
Maybe I should consult Motorola and send them these log files? :)
Hey, and stop giving low ratings on the Android market, I know that the game doesn't work on Droid :) :) :)
I've contacted a guy who wants to sell a Motorola Milestone, so I hope he can borrow me the device for few days :) Still waiting for his response.
BIG update :)
Finally, we have found out what causes the crash on Motorola. Mustang, will check one more version just to be 100% sure.
Few days ago I've contacted a guy from Froogloid (they made the Cowpotato game), and he said that they had same problems with rendering in OpenGL on Motorola Droid. He said that the Moto has a bug in the OpenGL driver and cannot display VBO's (vertex buffer object) correctly, so they used classic vertex arrays to display objects. I'm using classic vertex arrays in Spacetracks from the start, and I've found out that these vertex arrays cause the crash. Now I'm confused.
Any Motorola Droid coders around here? :)
nice to hear vladimir :). hope that the upcoming version finally will work.
Ladies and Gentlemens : ITS DONE !
Spacetracks now runs on motorola droid / milestone. After a lot of work for vladimir and me we finally got it. Will be released early next week. Hope youll enjoy it :). Heres a video where i am playing it on my milestone.
http://www.youtube.com/watch?v=73RPd...nd 3D Graphics
Great news. I'm going to download it now so that when the app gets updated I'll be notified in case I miss it on here.
Subscribing to this thread. Looking forward to the update.