Android :: Drawing 2D Stuff On Screen In OpenGL Over 3D Scene

Jun 27, 2010

Can somebody take me step-by-step how to draw 2D stuff over a 3D scene (such as controls, etc.). What I've been doing so far has not been working (it only draws the 3D scene), which is (in every frame): draw the 3D scene as normal, projection matrix mode, load identity, call GLU.gluOrtho2D(gl, 0, myScreenWidthInPixels, 0, myScreenHeightInPixels), switch the array pointers (vertices and texture coords) to the ones for my 2D stuff, then drawElements with an appropriate index list. (then switch the array pointers back so the 3D stuff works again).I get nothing added to the screen (just the 3D stuff).Do I need to be doing something else for it to draw? Can somebody take me step-by-step?

Android :: Drawing 2D stuff on screen in OpenGL over 3D scene


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Android :: Changing Drawing With OpenGl When User Touches Screen

Nov 10, 2010

I'm developing an Android application. I'm very new on it. I have the following classes:
class CustomGLSurfaceView extends GLSurfaceView
class CustomRenderer implements GLSurfaceView.Renderer
CustomGLSurfaceView uses CustomRenderer to render a cube on onDrawFrame method.

I've added an onTouchEvent(MotionEvent event) on CustomGLSurfaceView to manage touch events:
class CustomGLSurfaceView extends GLSurfaceView {
// For touch inputs - previous touch (x, y)
private float previousX; private float previousY;
private CustomRenderer myRenderer; public CustomGLSurfaceView(Context context) {
super(context); myRenderer = new CustomRenderer(); setRenderer(myRenderer);
} @Override public boolean onTouchEvent(MotionEvent event) {
float currentX = event.getX(); float currentY = event.getY();
switch (event.getAction()) { case MotionEvent.ACTION_MOVE:
myRenderer.handleMovement(currentY, currentY, previousX, previousY);
} // Save current x, y
previousX = currentX; previousY = currentY;
return true; // Event handled } }

May I have to modify onDrawFrame to draw something new or to rotate the cube? I thing I must do it on handleMovement.

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Jan 7, 2010

I wrote a reading software. I implemented the page turning effect when user tap the screen to turn to next/pre page. The display is ok on G1 (320X200 size) but it can not works well on Droid(480*854 size), the font looks a litter fuzzy, not clear as G1. I explain my codes for page turning:

1) create a canvas A

2) create bitmap.

3) set bitmap on canvas A

4) draw the new page content on canvas A

5) the current showing page has been saved in bitmap before since we do from step 1) to setp 4),

6) In order to implement the turning effect of scrolling from left to right, I draw the old bitmap part and draw the new bitmap part until the whole new bitmap has been drawn. all of bitmaps are drawing by canvas.drawBitmap() in onDraw() function.

7) when step 6) is done, it means the new page has been shown on screen, and the bitmap has been saved to use in next page turning.

The above is the whole actions for my page turning. On G1, no problem. But on Droid phone, the font is not clear, I tried if I directly draw text by canvas in OnDraw() not through bitmap, It is ok, but it can not implement the page turning effect that I need. I don't know why, could you please help me to take a look and tell me where is wrong or miss some steps?

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Android :: Game Stutters When Drawing Outside Screen

Apr 25, 2010

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How to draw, say, a rectangle on the screen with it being proportional to the current device?
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I can live with Orthogonal, but would like perspective (basically everything at Z=something should be proportional to the screen, and the upper parts of the elements being distorted by perspective)

I can calculate everything on my own if i know the relation... but i don't have a starting point.

I could experiment and get to a relation myself... i even resorted to that while coding for the Wii, but that's a really bad decision on Android and all the screen ratios/sizes out there...

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I have been playing with Android for a couple of months, so I'm still kindof newbie on this. I've looking for previous questions like mine, but I was unable to find any proper solution. So here goes my question:

I'm trying to draw a Camera Preview in a certain part of the screen (for instance, square upper-left). So what I suppose I should do is the following:

CODE:.............

And on the Preview Class I have the following lines:

CODE:....................

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Sep 16, 2009

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Anyway here is my code so you can see the problem:
package org.example.tutorial2d;
import android.app.Activity;
import android.os.Bundle;
import android.view.GestureDetector;
import android.view.MotionEvent;
import android.view.GestureDetector.OnGestureListener;
import org.example.tutorial2d.Panel;
public class Tutorial2D extends Activity implements OnGestureListener {
GestureDetector gestureScanner; Panel main;
/** Called when the activity is first created. */
@Override public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gestureScanner = new GestureDetector(this);
//requestWindowFeature(Window.FEATURE_NO_TITLE);
main = new Panel(this); setContentView(main); }
@Override public boolean onTouchEvent(MotionEvent me) {
return gestureScanner.onTouchEvent(me); }
@Override public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
main.handleScroll(distanceX,distanceY); return true; }
@Override public boolean onDown(MotionEvent e) { return true;
} @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { return true;
} @Override public void onLongPress(MotionEvent e){
} @Override public void onShowPress(MotionEvent e) {
} @Override public boolean onSingleTapUp(MotionEvent e) { return true; } }

And the class that does all the work:
package org.example.tutorial2d;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.drawable.Drawable;
import android.util.Log;
import android.view.View;
import org.example.tutorial2d.Point;
public class Panel extends View {
private int scrollX = 0; private int scrollY = 0;
public Panel(Context context) { super(context);
} @Override public void onDraw(Canvas canvas) {
/*Bitmap scratch; //Drawable scratch;
//scratch = getContext().getResources().getDrawable(
// R.drawable.icon); canvas.drawColor(Color.BLACK);
//scratch.draw(canvas); int origin = 0;
scratch = BitmapFactory.decodeResource(getResources(), R.drawable.horizontal5);
canvas.drawBitmap(scratch, origin, origin, null);
int width = scratch.getWidth(); int height = scratch.getHeight();
scratch = BitmapFactory.decodeResource(getResources(), R.drawable.room4entrynesw3x3);
canvas.drawBitmap(scratch, origin + width, origin - 32, null);
[Code]

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Apr 9, 2010

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Jun 24, 2010

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Oct 7, 2010

I have follow an example of an opengl application and I don't know why is this thing happening...I have a GLSurfaceView with it's corresponding renderer drawing a triangle. But, instead of getting the whole view on screen, I have just the upper half, and it's also duplicated as you can see on the picure. I'm using a Nexus One.

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Jun 10, 2010

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Oct 23, 2009

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CODE:.................

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Feb 9, 2010

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Feb 25, 2009

Single Threaded OpenGL game ! (check bottom, you can download and use the helper class) Lighting disabled ! Depth Buffer disabled ! Culling enabled ! Textures disabled !

Just 176 integers (x,y values only) making 88 vertexes along with 132 index numbers making "44 triangles only"

Framerates I get is

with GL_BLENDING disabled - 145 fps approx only! enabled - 110 fps approx only!

I have the screenshot of exact code in the draw function here.. just 2 damn lines ! I have hidden only the comments.. click here to see it http://prasna991.googlepages.com/drawframe.png

variable details in the 2 lines of code =========================== ipts = 176 elements (only x and y for each vertex) totallinetriangles * 3 = 176 lineindexes = 132 elements - type "short"

Here is the screenshot of output drawing and how it will look like http://prasna991.googlepages.com/screen.png

OpenGL single threaded Initialization Helper ================================ Here is my OpenGL helper class.. makes the OpenGL initialization for newbies a cakewalk http://prasna991.googlepages.com/OpenGLHelperclass.txt

I tested by rendering on the touch event only.. frame rate drops only when u touch and drag and here I have just tested by tapping and releasing gently on the emulator and on the device

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Jul 24, 2010

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In Java, there is a GL object passed, which has all GL methods on it.

In C, you just talk to the native library.

In a single onDrawFrame callback (for which Java is passed a GL), can I use methods on the GL object, and also call NDK methods which access the openGL library?

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