i’ve been having a go at getting some opengl working on Android.
The plan is to attach a context to a component and implement the usual `paint’ code and hope to get some opengl magic. my simple test is to draw a rotating bitmap.
now, on the windows pc things work suavely. everything ok; rotatarama!
when i try to put the same code onto android, the first problem is that i don’t get any opengl rendering at all - just a grey window! This is on a real device.
i eventually solved this one by setting the component to be `opaque’. this prevents the grey background filling (not necessary anyhow) and, presto, my image appears!
…and it rotates.
but there are some weird things:
weird thing #1: i get two title bars!
shortly after starting, it draws another title bar, a little lower than the first.
weird thing #2: the bitmap colours are wrong.
looks like i’m gettingsblue and red swapped. green is ok. i can reveal that the colours on the PC are correct, only wrong on my phone. maybe this is a bug in the phone opengl. don’t know. this smells like an endian issue?
if i change the code to draw a normal Juce image through opengl, it’s ok. only the images created with `OpenGLImageType’ are wrong.
– hugh.