by Spike » Tue Feb 28, 2012 2:39 am
multiplayer - you're not the only one to complain. I've not managed to reproduce it myself, and there's not really anything different from desktop ports of it, so I've no idea what would be causing those.
what's happening with screen rotations is that the java/system frontend is destroying my gl context 'for me' before creating a new one, which means that the system basically wipes all textures, hence why the vid_restart when it happens.
I suspect that the the rotation crash is due to a memory leak, and just running out of memory. fte does use more memory than I'd like, and I'm not entirely sure it fully cleans up everything. This would explain why it happens after 4 or so rotates. Try it without starting a map, see if it takes more rotates to kill it.
the sound will stutter because the audio thread is reset too (this could be avoided without any more external function calls, its entirely me being paranoid).
it ought to disable it in the system and do the screen rotation in the engine instead, but that's just a workaround although it would fix the slight stall.
yeah, there's some sort of weirdness with skies, that's a definite. using the emulator they kinda go all over the screen. it might be related to that glerror, which I've still not tracked down. gdb seems really quite buggy on android, so its not exactly a pleasurable experience - just getting a decent stack trace is a real pain.
an onscreen keyboard would be nice, but I'm not sure how much of the screen it should take up, or exactly which chars need to be on there, or what csqc would make of it...
it is needed though, if only for chat messages (in an ideal world, at least).
could activate it with either a bind or a touchscreen press starting in some corner or something, just wondering how many buttons there are that are guarenteed to be on every device. I've no idea how to activate the system one. writing my own would probably hinder non-english languages though quake's charset doesn't include any of those chars anyway.
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