Vertex Buffer Objects (VBO) ne fonctionne pas sur Android 2.3.3, à l'aide de GLES20

Sur Android, je vais essayer d'obtenir un simple OpenGL ES 2.0 de l'application en cours d'exécution, qui utilise un vertex buffer object, mais j'ai échoué.

J'ai commencé avec ce projet:

http://developer.android.com/resources/tutorials/opengl/opengl-es20.html

Tout est bien expliqué et fonctionne comme décrit. Des beaux.

J'ai ajouté un peu de code, de faire le rendu, alternativement avec le glDrawElements de commande au lieu de glDrawArrays.
J'ai réussi.

Maintenant la prochaine étape: je veux utiliser un Vertex Buffer Object de faire la même chose.

J'ai donc ajouté ceci:

  1. nouveau vars:

    private int[] mVBOid = new int[2]; //2 id nécessaire pour VBO et l'index de la mémoire tampon oject
    privé ShortBuffer mIndices; //indices utilisés

  2. ajouté du code pour créer le VBO:

        ByteBuffer vbb = ByteBuffer.allocateDirect(
                triangleCoords.length * SIZEOF_FLOAT); 
        vbb.order(ByteOrder.nativeOrder());//use the device hardware's native byte order
        mTriangleVB = vbb.asFloatBuffer();  //create a floating point buffer from the ByteBuffer
        mTriangleVB.put(triangleCoords);    //add the coordinates to the FloatBuffer
        mTriangleVB.position(0);            //set the buffer to read the first coordinate
    
        ByteBuffer ibb = ByteBuffer.allocateDirect(
                indices.length * SIZEOF_SHORT);
        ibb.order(ByteOrder.nativeOrder()); //use the device hardware's native byte order
        mIndices = ibb.asShortBuffer();     //create a short buffer from the ByteBuffer
        mIndices.put(indices);              //add the indices to the Buffer
        mIndices.position(0);               //set the buffer to read the first index
    
        GLES20.glGenBuffers(2, mVBOid, 0);
    
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVBOid[0]);
        GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
                numComponentsPerVertex * SIZEOF_FLOAT,
                mTriangleVB,
                GLES20.GL_STATIC_DRAW);
    
        GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mVBOid[1]);
        GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
                mNumIndices * SIZEOF_SHORT,
                mIndices,
                GLES20.GL_STATIC_DRAW);
  3. ajouté le code pour dessiner la géométrie:

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVBOid[0]);
        GLES20.glVertexAttribPointer(maPositionHandle, nc, GLES20.GL_FLOAT, false, stride, 0);
        GLES20.glEnableVertexAttribArray(maPositionHandle);
    
        GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mVBOid[1]);
        GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, mNumIndices, GLES20.GL_UNSIGNED_SHORT, 0);

Remarque: tout d'abord mis en œuvre de nouvelles fonctionnalités pour rendre la géométrie à l'aide de glDrawElements sans utiliser les VBO est au travail, je sais que le mTriangleVB et mIndices les variables sont correctement remplis avec les données nécessaires.
Aussi maPositionHandle et muMVPMatrixHandle sont corrects.
Dans mon code j'ai vérifier GL erreurs - n'en trouve aucun

Mon problème: le VBO technique ne fonctionne pas; rien n'est visible à l'écran, à l'exception de la couleur claire.
Dans une application plus complexe-je obtenir plus de problèmes:

  • d'autres géométries sans l'aide d'Organisations qui ont été rendus correctement sont invisibles, lorsqu'un VBO en fonction de la géométrie est introduit

  • de segmentation, les défauts sont signalés à titre occasionnel. Essayer d'obtenir la cause exacte j'ai commenté un grand nombre de code, et enfin trouvé, que le crash se produit même si la géométrie n'est pas rendu à tous.
    La raison de l'accident doit être l'initialisation de la VBO - bien que l'accident ne se produit pas immédiatement, mais quelques temps plus tard.

    Mais je n'arrive toujours pas à comprendre pourquoi il ne fonctionne pas.

Voici quelques informations:

  1. Mon Environnement:

    • Android 2.3.3
    • Cible De Construction: Android 2.3.3
    • Android SDK Tools: 15 Rév.
    • SDK Android Outils de Plate-forme: Rév. 9
    • Appareil: Huawei Ideos X3 Smartphone
  2. La Source complète pour la SimpleOpenGLES20Renderer classe.

    Le code est basé sur cet exemple:

    http://developer.android.com/resources/tutorials/opengl/opengl-es20.html

package com.hugo.simplegles20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
public class SimpleOpenGLES20Renderer implements GLSurfaceView.Renderer {
public float mAngle;
static String TAG = "SimpleTest";
final int SIZEOF_FLOAT = Float.SIZE / 8;
final int SIZEOF_SHORT = Short.SIZE / 8;
private int[] mVBOid = new int[2];      //2 ids needed for VBO and index buffer oject
enum TestType {
USE_ARRAY,          //(almost) the original code
USE_ELEMENTS,       //rendering, using glDrawElements call
USE_VBO_ELEMENTS    //using a vertex buffer object (VBO)
}
private TestType mUsage = TestType.USE_VBO_ELEMENTS;
private boolean mFourComponents = true;
private int mNumIndices = 0;
private FloatBuffer mTriangleVB;
private ShortBuffer mIndices;
private final String vertexShaderCode = 
//This matrix member variable provides a hook to manipulate
//the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;   \n" +
"attribute vec4 vPosition;  \n" +
"void main(){               \n" +
//the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vPosition; \n" +
"}  \n";
private final String fragmentShaderCode = 
"precision mediump float;  \n" +
"void main(){              \n" +
" gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
"}                         \n";
private int mProgram;
private int maPositionHandle;
private int muMVPMatrixHandle;
private float[] mMVPMatrix = new float[16];
private float[] mMMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mProjMatrix = new float[16];
public static void checkGLError(String msg) {
int e = GLES20.glGetError();
if (e != GLES20.GL_NO_ERROR) {
Log.d(TAG, "GLES20 ERROR: " + msg + " " + e);
Log.d(TAG, errString(e));
}
}
public static String errString(int ec) {
switch (ec) {
case GLES20.GL_NO_ERROR:
return "No error has been recorded.";
case GLES20.GL_INVALID_ENUM:
return "An unacceptable value is specified for an enumerated argument.";
case GLES20.GL_INVALID_VALUE:
return "A numeric argument is out of range.";
case GLES20.GL_INVALID_OPERATION:
return "The specified operation is not allowed in the current state.";
case GLES20.GL_INVALID_FRAMEBUFFER_OPERATION:
return "The command is trying to render to or read from the framebuffer" +
" while the currently bound framebuffer is not framebuffer complete (i.e." +
" the return value from glCheckFramebufferStatus is not" +
" GL_FRAMEBUFFER_COMPLETE).";
case GLES20.GL_OUT_OF_MEMORY:
return "There is not enough memory left to execute the command." +
" The state of the GL is undefined, except for the state" +
" of the error flags, after this error is recorded.";
default :
return "UNKNOW ERROR";
}
}
@Override
public void onSurfaceCreated(GL10 uu, EGLConfig config) {
//Set the background frame color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
checkGLError("onSurfaceCreated 1");
initShapes();
Log.d(TAG, "load vertex shader");
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
Log.d(TAG, "load fragment shader");
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram();             //create empty OpenGL Program
checkGLError("onSurfaceCreated 2");
GLES20.glAttachShader(mProgram, vertexShader);   //add the vertex shader to program
checkGLError("onSurfaceCreated 3");
GLES20.glAttachShader(mProgram, fragmentShader); //add the fragment shader to program
checkGLError("onSurfaceCreated 4");
GLES20.glLinkProgram(mProgram);                  //creates OpenGL program executables
checkGLError("onSurfaceCreated 5");
//get handle to the vertex shader's vPosition member
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
checkGLError("onSurfaceCreated 6");
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkGLError("onSurfaceCreated 7");
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
//this projection matrix is applied to object coordinates
//in the onDrawFrame() method
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}  
@Override
public void onDrawFrame(GL10 uu) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
checkGLError("onDrawFrame 1");
//Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
checkGLError("onDrawFrame 2");
//Use the mAngle member as the rotation value
Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f);
//Apply a ModelView Projection transformation
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
checkGLError("onDrawFrame 3");
int nc = mFourComponents ? 4 : 3;
int stride = nc * SIZEOF_FLOAT;
switch (mUsage) {
case USE_ARRAY:
//Prepare the triangle data
GLES20.glVertexAttribPointer(maPositionHandle, nc, GLES20.GL_FLOAT, false, stride, mTriangleVB);
checkGLError("onDrawFrame 4");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGLError("onDrawFrame 5");
//Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, mNumIndices);
checkGLError("onDrawFrame 6");
break;
case USE_ELEMENTS:
//Prepare the triangle data
GLES20.glVertexAttribPointer(maPositionHandle, nc, GLES20.GL_FLOAT, false, stride, mTriangleVB);
checkGLError("onDrawFrame 7");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGLError("onDrawFrame 8");
//Draw the triangle
//int indicesSizeInBytes = SIZEOF_SHORT * mNumIndices;
GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, mNumIndices, GLES20.GL_UNSIGNED_SHORT, mIndices);
checkGLError("onDrawFrame 9");
break;
case USE_VBO_ELEMENTS:
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVBOid[0]);
checkGLError("onDrawFrame 14");
GLES20.glVertexAttribPointer(maPositionHandle, nc, GLES20.GL_FLOAT, false, stride, 0);
checkGLError("onDrawFrame 15");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGLError("onDrawFrame 16");
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mVBOid[1]);
checkGLError("onDrawFrame 17");
GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, mNumIndices, GLES20.GL_UNSIGNED_SHORT, 0);
checkGLError("onDrawFrame 18");
break;
}
}
private void initShapes(){
float triangleCoords3[] = {
//X, Y, Z
-0.5f, -0.5f, 0,
-0.5f,  0.5f, 0,
-0.2f, -0.2f, 0,
0.5f, -0.5f, 0
};
float triangleCoords4[] = {
//X, Y, Z, W
-0.5f, -0.5f, 0, 1,
-0.5f,  0.5f, 0, 1,
-0.2f, -0.2f, 0, 1,
0.5f, -0.5f, 0, 1
};
short[] indices = {0,1,2,3};
float[] triangleCoords;
int numComponentsPerVertex;
if (mFourComponents) {
triangleCoords = triangleCoords4;
numComponentsPerVertex = 4;
} else {
triangleCoords = triangleCoords3;
numComponentsPerVertex = 3;
}
mNumIndices = triangleCoords.length / numComponentsPerVertex;
Log.d(TAG, "Components per Vertex: " + numComponentsPerVertex);
Log.d(TAG, "Number of Indices    : " + mNumIndices);
switch (mUsage) {
case USE_ARRAY:
{
Log.d(TAG, "using array");
//initialize vertex Buffer for triangle  
ByteBuffer vbb = ByteBuffer.allocateDirect(
//(# of coordinate values * 4 bytes per float)
triangleCoords.length * SIZEOF_FLOAT); 
vbb.order(ByteOrder.nativeOrder());//use the device hardware's native byte order
mTriangleVB = vbb.asFloatBuffer();  //create a floating point buffer from the ByteBuffer
mTriangleVB.put(triangleCoords);    //add the coordinates to the FloatBuffer
mTriangleVB.position(0);            //set the buffer to read the first coordinate
break;
}
case USE_ELEMENTS:
{
Log.d(TAG, "using VBO elements");
//initialize vertex Buffer for triangle  
ByteBuffer vbb = ByteBuffer.allocateDirect(
//(# of coordinate values * 4 bytes per float)
triangleCoords.length * SIZEOF_FLOAT); 
vbb.order(ByteOrder.nativeOrder());//use the device hardware's native byte order
mTriangleVB = vbb.asFloatBuffer();  //create a floating point buffer from the ByteBuffer
mTriangleVB.put(triangleCoords);    //add the coordinates to the FloatBuffer
mTriangleVB.position(0);            //set the buffer to read the first coordinate
vbb = ByteBuffer.allocateDirect(
//(# of coordinate values * 2 bytes per short)
indices.length * SIZEOF_SHORT);
vbb.order(ByteOrder.nativeOrder()); //use the device hardware's native byte order
mIndices = vbb.asShortBuffer();     //create a short buffer from the ByteBuffer
mIndices.put(indices);              //add the indices to the Buffer
mIndices.position(0);               //set the buffer to read the first index
break;
}
case USE_VBO_ELEMENTS:
{
Log.d(TAG, "using VBO elements");
ByteBuffer vbb = ByteBuffer.allocateDirect(
//(# of coordinate values * 4 bytes per float)
triangleCoords.length * SIZEOF_FLOAT); 
vbb.order(ByteOrder.nativeOrder());//use the device hardware's native byte order
mTriangleVB = vbb.asFloatBuffer();  //create a floating point buffer from the ByteBuffer
mTriangleVB.put(triangleCoords);    //add the coordinates to the FloatBuffer
mTriangleVB.position(0);            //set the buffer to read the first coordinate
ByteBuffer ibb = ByteBuffer.allocateDirect(
indices.length * SIZEOF_SHORT);
ibb.order(ByteOrder.nativeOrder()); //use the device hardware's native byte order
mIndices = ibb.asShortBuffer();     //create a short buffer from the ByteBuffer
mIndices.put(indices);              //add the indices to the Buffer
mIndices.position(0);               //set the buffer to read the first index
GLES20.glGenBuffers(2, mVBOid, 0);
checkGLError("initShapes 4");
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVBOid[0]);
checkGLError("initShapes 5");
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
numComponentsPerVertex * SIZEOF_FLOAT,
mTriangleVB,
GLES20.GL_STATIC_DRAW);
checkGLError("initShapes 6");
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mVBOid[1]);
checkGLError("initShapes 7");
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
mNumIndices * SIZEOF_SHORT,
mIndices,
GLES20.GL_STATIC_DRAW);
checkGLError("initShapes 8");
break;
}
}
}
private int loadShader(int type, String shaderCode){
//create a vertex shader type (GLES20.GL_VERTEX_SHADER)
//or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type); 
checkGLError("loadShader 1");
//add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
checkGLError("loadShader 2");
GLES20.glCompileShader(shader);
checkGLError("loadShader 3");
//Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
checkGLError("loadShader 4");
//If the compilation failed, delete the shader.
if (compileStatus[0] == 0) 
{
Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
checkGLError("loadShader 5");
shader = 0;
}
return shader;
}
}

  1. Le vidage sur incident:

    12-18 14:59:02.790: I/DEBUG(85): * ** * ** * ** * ** * ** *

    12-18 14:59:02.790: I/DEBUG(85): Construire des empreintes digitales: 'Huawei/U8510/hwu8510:2.3.3/HuaweiU8510/C169B831:utilisateur/ota-rel-clés,la libération des touches

    12-18 14:59:02.790: I/DEBUG(85): pid: 1638, tid: 1646 >>> com.gles20.etape 1 <<<
    12-18 14:59:02.790: I/DEBUG(85): signal 11 (SIGSEGV), le code 1 (SEGV_MAPERR), faute addr 00368000
    12-18 14:59:02.790: I/DEBUG(85): r0 44affc80 r1 00367ff0 r2 0004f03c r3 00000000
    12-18 14:59:02.790: I/DEBUG(85): r4 00000000 r5 00000000 r6 00000000 r7 00000028
    12-18 14:59:02.790: I/DEBUG(85): r8 00000000 r9 00000000 00000000 10 fp 00000000
    12-18 14:59:02.790: I/DEBUG(85): ip 00368000 sp 443ef9d0 lr 80e02a08 pc afd0cd7c cpsr 20000010
    12-18 14:59:02.790: I/DEBUG(85): d0 c420e36a40000000 d1 3f800000c4a0e36a
    12-18 14:59:02.790: I/DEBUG(85): d2 000000003f800000 d3 000000003f800000
    12-18 14:59:02.790: I/DEBUG(85): d4 0000000000000000 d5 0000000000000000
    12-18 14:59:02.790: I/DEBUG(85): d6 3f80000000000000 d7 3f8000003f800000
    12-18 14:59:02.790: I/DEBUG(85): d8 0000000000000000 d9 0000000000000000
    12-18 14:59:02.800: I/DEBUG(85): d10 0000000000000000 0000000000000000 d11
    12-18 14:59:02.800: I/DEBUG(85): d12 0000000000000000 d13 0000000000000000
    12-18 14:59:02.800: I/DEBUG(85): d14 0000000000000000 0000000000000000 d15
    12-18 14:59:02.800: I/DEBUG(85): scr 20000010
    12-18 14:59:02.860: I/DEBUG(85): #00 pc 0000cd7c /system/lib/libc.donc
    12-18 14:59:02.860: I/DEBUG(85): #01 pc 00002a04 /system/lib/libgsl.donc
    12-18 14:59:02.860: I/DEBUG(85): #02 pc 00089de0 /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #03 pc 00091a4a /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #04 pc 000612ca /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #05 pc 0006138a /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #06 pc 00063d94 /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #07 pc 000836aa /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.860: I/DEBUG(85): #08 pc 0003fd66 /system/lib/libandroid_runtime.donc
    12-18 14:59:02.860: I/DEBUG(85): #09 pc 00012174 /system/lib/libdvm.donc
    12-18 14:59:02.860: I/DEBUG(85): code autour du pc:
    12-18 14:59:02.860: I/DEBUG(85): afd0cd5c e0422003 e2522020 3a000008 e3c1c01f
    12-18 14:59:02.860: I/DEBUG(85): afd0cd6c e28cc040 e8b10ff0 f5dcf040 e2522020
    12-18 14:59:02.860: I/DEBUG(85): afd0cd7c 849c3020 e8a00ff0 2afffff9 e2822020
    12-18 14:59:02.860: I/DEBUG(85): afd0cd8c e312001f 0a00000c e1b0ce02 28b100f0
    12-18 14:59:02.860: I/DEBUG(85): afd0cd9c 48b10300 28a000f0 48a00300 e1b0cf02
    12-18 14:59:02.860: I/DEBUG(85): code autour de lr:
    12-18 14:59:02.860: I/DEBUG(85): 80e029e8 e5906008 e0831001 e1510006 8a000006
    12-18 14:59:02.860: I/DEBUG(85): 80e029f8 e5903000 e1a0100e e0830005 eb000a13
    12-18 14:59:02.860: I/DEBUG(85): 80e02a08 e1a00004 e28dd008 e8bd8070 e59f104c
    12-18 14:59:02.860: I/DEBUG(85): 80e02a18 e59fe04c e1a02005 e79c0001 e08f100e
    12-18 14:59:02.860: I/DEBUG(85): 80e02a28 e58d6000 e28000a8 ebfffef8 e3e00000
    12-18 14:59:02.860: I/DEBUG(85): pile:
    12-18 14:59:02.860: I/DEBUG(85): 443ef990 0000018c

    12-18 14:59:02.860: I/DEBUG(85): 443ef994 811bd8b0

    12-18 14:59:02.860: I/DEBUG(85): 443ef998 000000c6

    12-18 14:59:02.860: I/DEBUG(85): 443ef99c 443efb68

    12-18 14:59:02.860: I/DEBUG(85): 443ef9a0 4360beb4

    12-18 14:59:02.860: I/DEBUG(85): 443ef9a4 4360bea0

    12-18 14:59:02.860: I/DEBUG(85): 443ef9a8 428da7b4

    12-18 14:59:02.870: I/DEBUG(85): 443ef9ac 81089e25 /system/lib/egl/libGLESv2_adreno200.donc
    12-18 14:59:02.870: I/DEBUG(85): 443ef9b0 001e8cc8

    12-18 14:59:02.870: I/DEBUG(85): 443ef9b4 443efa6c

    12-18 14:59:02.870: I/DEBUG(85): 443ef9b8 00000001

    12-18 14:59:02.870: I/DEBUG(85): 443ef9bc 00000001

    12-18 14:59:02.870: I/DEBUG(85): 443ef9c0 0000018c

    12-18 14:59:02.870: I/DEBUG(85): 443ef9c4 afd10f08 /system/lib/libc.donc
    12-18 14:59:02.870: I/DEBUG(85): 443ef9c8 df002777

    12-18 14:59:02.870: I/DEBUG(85): 443ef9cc e3a070ad

    12-18 14:59:02.870: I/DEBUG(85): #00 443ef9d0 00000000

    12-18 14:59:02.870: I/DEBUG(85): 443ef9d4 000a3000

    12-18 14:59:02.870: I/DEBUG(85): 443ef9d8 0018b834

    12-18 14:59:02.870: I/DEBUG(85): 443ef9dc 443efb68

    12-18 14:59:02.870: I/DEBUG(85): 443ef9e0 4360beb4

    12-18 14:59:02.870: I/DEBUG(85): 443ef9e4 4360bea0

    12-18 14:59:02.870: I/DEBUG(85): 443ef9e8 428da7b4

    12-18 14:59:02.870: I/DEBUG(85): 443ef9ec 44aac000

    12-18 14:59:02.870: I/DEBUG(85): 443ef9f0 00000000

    12-18 14:59:02.870: I/DEBUG(85): 443ef9f4 80e02a08 /system/lib/libgsl.donc
    12-18 14:59:02.870: I/DEBUG(85): #01 443ef9f8 001e9320

    12-18 14:59:02.870: I/DEBUG(85): 443ef9fc 00000001

    12-18 14:59:02.870: I/DEBUG(85): 443efa00 001e9320

    12-18 14:59:02.870: I/DEBUG(85): 443efa04 00000001

    12-18 14:59:02.870: I/DEBUG(85): 443efa08 001e9328

    12-18 14:59:02.870: I/DEBUG(85): 443efa0c 81089de3 /system/lib/egl/libGLESv2_adreno200.donc

OriginalL'auteur Gisela | 2011-12-18