Comments (3)
From badlogicgames on May 08, 2010 14:35:49
Hi,
sorry for getting back to you so late, i completely overlooked the tracker. The
Galaxy has problems with the VBO. I assume you run vanilla 1.5 and not cyanogen or
something like it right? I'll have to add a check in the Mesh class so that on the
Galaxy vertex arrays are used. Could you tell me what the android.os.Build.MODEL
string returns for the Galaxy? Also, what version of libgdx did you use? 4.0 did not
work properly on 1.5 devices, i fixed it in the latest build.
Ciao,
Mario
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From badlogicgames on May 26, 2010 14:22:32
Status: Accepted
Owner: badlogicgames
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From badlogicgames on June 11, 2010 06:34:17
Can't reproduce
Status: WontFix
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Related Issues (20)
- Support for ISO Keyboards HOT 6
- Support for drawable in SelectBox HOT 4
- Use official metal sources HOT 1
- AndroidFragmentApplication dies onPause
- Performance issues on Android when enabling config.useGL30 HOT 7
- GWT requests unnecessary microphone permission HOT 5
- Stage.drawDebug does not work in combination with GL3 due to ShapeRenderer shader not being compliant HOT 2
- AndroidPreferences.flush() has no way to enforce synchronous saving HOT 2
- If an animation starts on frame 1 or more, rather than frame 0, AnimationController doesn't animate it properly
- glReadPixels does not support offset parameter crucial to read pixels asynchronously HOT 2
- gdx and gdx.jnigen.loader causes split module issue over package com.badlogic.gdx.utils HOT 6
- GWT preloader doesn't use percent-encoding HOT 2
- performance: unnecessary window.makeCurrent() in LWJGL3 backend HOT 4
- Add arm64 capabilities to Info.plist.xml HOT 1
- Suggestion to modify code in Sprite.rotate() method in com.badlogic.gdx.graphics.g2d.Sprite package HOT 4
- None of the 3D test apps in ..\tests\gdx-tests\src\com\badlogic\gdx\tests\g3d are build or runnable
- FPS Cap at runtime HOT 4
- GestureDetector / ActorGestureListener depend on absolute amount of touch points HOT 1
- LibGDX + KMP (Kotlin Multiplatform) HOT 1
- mistake
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