I have found two issues with SKMaps 3.0.0 with two of my Android devices, although they seem to not be issues on other devices (such as my tablet).
Devices include:
Samsung S6 Edge+ Android:6.0.1
Nexus 6 Android:5.1.1
EDIT:STILL BROKEN WITH 3.0.1 SKPolyline.setOutlineSize() seems to have a maximum size around 10. Setting it any higher does not affect the line size. I reported this to the skobbler team already and nothing has been done about it.
EDIT:FIXED WITH 3.0.1 SKMapSurfaceView.animateToLocation() seems to animate the location to the location to the bottom of the map, so that the center of the map is exactly half way above the spot I would have liked to animate to. Sometimes it works correctly, but this is rare.
If anyone has encountered these issues and has solutions please let me know...
The issued has been fixed with in our 3.0.2 release, now the line width and the outline width of the polyline can be set to any value between 0 and 100.
You can find the links for the 3.0.2 release candidate builds in our forum:
http://forum.skobbler.com/showthread.php/14515-3-0-2-release-candidate-builds
Regarding the first problem reported, it seems there's a bug in the SDK. Our dev team is handling the issue. The feature will be available in a future version of our SDK.
Related
I released Android game and some players report a rendering issue.
Some polygons of my 3d objects are missing and black squares are visible.
Note, squares are not visible instead of missing parts of models.
It could be reproduced only few devices. The only general thing I find - all the users with the problem have Xiaomi.
I have no clue what could cause the problem.
Please, see screenshots:
https://i.imgur.com/1R6arYK.jpg
https://i.imgur.com/YKN7KiX.jpg
https://i.imgur.com/6ZpDdrQ.png
https://i.imgur.com/ktpTjzH.png
I finally fix the issue.
The problem was caused by the driver issue on some Android devices (with Adreno GPU) if GPU instancing is enabled for material.
We use the Android Premium SDK of HERE in our application containging truck navigation. We have just upgraded from version 3.3 to 3.8, and and we experience a quite strange problem. The app started to use the CPU and the GPU very much after this upgrade. We made some investigations and the followings are happening:
The extra CPU and GPU usage occurs when truck restrictions are displayed on the map, that is when we use: map.setFleetFeaturesVisible(EnumSet.of(Map.FleetFeature.TRUCK_RESTRICTIONS));
We tested such that we set all the layers invisibile with map.setVisibleLayers(), and the truck restrictions were displayed. However, the app is still very slow. Nothing changed.
Using the map.setFadingAnimations(false); helped a little bit, but not too much.
We are trying to solve the problem with different tilt angles by using map.setTilt(). It looks like this helps, but it is still worse than with the version 3.3.
Based on these facts, we believe the problem is with the amount of markers displayed when TRUCK_RESTRICTIONS are required. It is noted here: https://developer.here.com/documentation/android-starter/dev_guide/topics/development-tips.html , that too many objects can cause performance problems. However, we cannot modify the amount of objects with TRUCK_RESTRICTION, and in cities (e.g in Budapest) there are many restrictions.
Does anyone have any advices on what should we do?
Thank you in advance!
Thank you for bringing this to our attention. We are working on a solution and plan to fix this within the next SDK release (3.10).
I've read many posts and answers with regard to the question above, but as yet, I haven't come up with an answer that works.
This is my current code:
* {
-webkit-tap-highlight-color:rgba(0,0,0,0);
outline:none;
}
I've also used 'transparent' in place of rgba.
As I pointed out - I'm using Android 4.4.2 on a HTC one, now using Chrome 42.
Nothing I have done has resulted in removing the green overlay. I came across a bug report that implied that the webkit engine is no longer used on this Andriod/Chrome version (probably true as it was on the official site), but if that is the case, how do I remove it?
I can't believe I'm the only one with this issue.
This CSS tweak worked perfectly for me using a Galaxy Tab S running 5.0.2. and Moto G phone running 5.1. You might have a conflict in your CSS. Hopefully by you got it worked out.
Thanks for the post John!
My app runs with many devices but 2 users have send me simular images as below.
As far as I know the behaviour is only seen on Android 4.2.2 (Samsung S4).
On the full HD screen there seem to be 3 compressed tiles of 160x600 pixels.
I have tried an AVD with full HD screen but that fails to start.
On 4.03 devices I don't see this. I don't use tiles.
Does anybody have a hint what or where this goes wrong ?
This looks like a possible bug in the Android platform on Samsung's S4 devices with that particular Android version. My experience tells me that it's a very real possibility. It could also be that you do something wrong in your app that only causes actual problems on that version (and maybe even only on that device), but there is no indication of that from what you tell. Android 4.2.2 should be backwards compatible with 4.0.3, so in general it should work on the later version too, of course.
I would advice you (or anyone in the same situation) to try it out on other devices with the same Android version if possible. Also, double check that you're not violating anything in the Android API documentation.
Please add more info about what you're doing and how if you need more detailed answers. I guess you've probably found a solution or workaround by now, but still adding my answer here.
I published an application at Android market but the Android market is stating that my application is not compatible with most of the devices. It gave me a list of at least 7 to 9 devices with which my application is not compatible with. ALTHOUGH I have tried my application with some of the devices that are mentioned in the uncompatible devices list and it worked fine there.. Does anyone has a clue about what could be the issue. ??
Thanks alot
Check your manifest for things that limit the device range - screen size, openGL requirements, minSDK version... The publisher has at the bottom of the details area an area that shows what devices you can filter, make sure you didn't invert it or something (if you can do that.)