OpenGL
Android 1.x users now make up only about 10% of the market.
I was looking at the platform versions that were using Android Market for the first two weeks of February. Android 1.x users now make up 10.1% of the users using Android market. I haven’t been able to figure out how many users use the market in a given month, so I’m unsure how many users 10% is.
For many applications the API changes in 1.x to 2.x isn’t that important. In fact of all my applications, Only Private Browser could make good use of the 2.x API. (Photo of the Day uses live wallpapers, so it has to use 2.x, so it doesn’t count.) I would recommend supporting the lowest API version that fits your applications design, because why cut your market by 10% if you don’t have too. Also, there might be less competition in the 1.x market, because all the new applications will probably target 2.x just because its newer.
There are a lot of great API improvements in 2.x. Opengl support is better, the webkit object actually exports the plugin interface, and the you can catch ssl certificate errors, and redirections. There are a ton of other great changes that are documented in the API differences pages.
So what do you guys think, Should I drop support for 1.x in Private Browser? Are you going to drop support for 1.x in the near future? Take the poll and leave a comment and let me know what you think. Frankly I’m on the fence right now.
-James
Android Opengl Transparent Textures Issues
So I have been working a little opengl app. For days I couldn’t get transparent textures to work. Turns out that the emulator and most phones require textures to sized as powers of two. For example a 254×400 texture wouldn’t work, but a 256×256 texture would. If the texture is the wrong size it will just be white! Took me days to figure what was going on.
-James