hiteshsuthar / rokon

Automatically exported from code.google.com/p/rokon
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1.6 not working #50

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
Just run any Rokon game or example on 1.6 (I've only tried on emulator
though, since I don't own a 1.6 device)

What is the expected output?

What do you see instead?
I keep getting this error on launch:
Allocating new texture 1
threadid=17: thread exiting with uncaught exception (group=0x4001aa28)
Uncaught handler: thread GLThread exiting due to uncaught exception
java.lang.IllegalArgumentException: Unknown type
    at android.opengl.GLUtils.getType(GLUtils.java:71)
    at android.opengl.GLUtils.texSubImage2D(GLUtils.java:177)
    at
com.stickycoding.Rokon.TextureManager.loadTextures(TextureManager.java:202)
    at
com.stickycoding.Rokon.TextureManager.updateTextures(TextureManager.java:167)
    at
com.stickycoding.Rokon.OpenGL.RokonRenderer.onDrawFrame(RokonRenderer.java:199)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:955)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:887)

What version of Rokon are you using?
trunk r107

On which version of Android are you experiencing this?
1.6

Please provide any additional information below.

Original issue reported on code.google.com by anton.he...@gmail.com on 7 Jan 2010 at 6:05

GoogleCodeExporter commented 8 years ago
Managed to find a workaround - simply load your textures by placing them in 
assets
and specifying file path rathen then by loading them from resources.

Original comment by jakubows...@gmail.com on 9 Feb 2010 at 7:44

GoogleCodeExporter commented 8 years ago
Rokon 2 is on the way, all current Issues are obsolete

Original comment by rtaylor205@gmail.com on 24 May 2010 at 3:31

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
it seems your bitmap is a .png with simple color so be optimized to png8 format 
by android pakage tools, try to use Bitmap.copy or create a bitmap buffered 
canvas and draw the orginal bitmap onto the buffer bitmap, with Config.ARGB888 
format.

Original comment by rappi...@gmail.com on 5 Jan 2013 at 6:40