I am using LibGDX as my framework for my game and launching the Android backend on the OUYA. Everything seems fine except that none of my graphics are being displayed! I can only tell what's going on because of Box2D's DebugDraw showing my physics. I am using LibGdx's spritebatch and OGLES 2.0.
Am I doing something wrong with handling my resources for OUYA? What could be the problem?
Comments
Did you create a simple test app? If yes, did it work or did it fail the same way?
Are you using mipmaps?
Are you using a "nightly" or version 0.9.7? Tried switching between them?
I don't have an OUYA yet, so can't many suggestions beyond that. But, I had missing textures once on a Windows box because of GL compatibility issues.
I will post instructions on how to get debugging working very soon.
Delpee
No, I still have not been able to figure this out. I stored my graphics in the assets folder not the res folder. I use Gdx.files.internal("my_graphic.png") to access them. This works fine on desktop and Android but not the OUYA. I don't see why using the assets folder would work on Android but not OUYA. I'm still open to ideas.
You can grab the code from my Github: https://github.com/amplify91/RAW-Gdx
And the Android backend: https://github.com/amplify91/RAW-Gdx-android
Gdx.gl.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, buf);
int maxSize = buf.get();