OpenGLRenderer上的问题:路径太大,无法渲染到纹理 [英] Issue On OpenGLRenderer : Path Too Large To Be Rendered To a Texture

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本文介绍了OpenGLRenderer上的问题:路径太大,无法渲染到纹理的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我在ReleativeLayout里面有一个TextView,我在运行时在其中设置了一个大文本. 问题出在我的ReleativeLayout背景上,背景是带边框的圆形.它没有设置背景,并且在Logcat中说:

i have a TextView inside of a ReleativeLayout which i set a big Text into that at runtime. the problem is about my ReleativeLayout background which is a rounded shape with a border. it doesn't set the background and in Logcat it says that :

12-12 16:26:56.602: W/OpenGLRenderer(7400): Path too large to be rendered into a texture

我已通过将清单文件中的 android:hardwareAccelerated 设置为false解决了此问题(一个活动不是整个应用程序),但是当我在Activity中使用滑动菜单时会引发另一个错误,该错误告诉:

i've solved this issue by turning android:hardwareAccelerated to false in manifest file(one activity not whole application) , but it raise another error when i use sliding menu inside my Activity which it tells that :

12-12 16:37:05.717: E/AndroidRuntime(9520): java.lang.RuntimeException: Canvas: trying to use a recycled bitmap android.graphics.Bitmap@4633e3f8 

我的SlidingMenu(只有6个Wunderkinder SlidingLayer库)中只有一个ListView,没有任何位图.

i have just a ListView without any bitmap inside of my SlidingMenu which is 6Wunderkinder SlidingLayer library.

任何帮助将不胜感激.

推荐答案

最后解决了此问题,只需将我的Fragment ScrollView的LayerType从HardwareAcceleration更改为Software,而没有将整个Activity的HardwareAcceleration设置为false,这会导致SlidingMenu上提到的奇怪行为:

Finally solved it with just changing LayerType of my Fragment ScrollView from HardwareAcceleration to Software without setting HardwareAcceleration false for whole Activity which caused strange bahavior as mentioned on SlidingMenu :

<ScrollView 
    xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:layerType="software">

这篇关于OpenGLRenderer上的问题:路径太大,无法渲染到纹理的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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