Android :: Render Two Images In ImageView In Droid?
Aug 25, 2009
I am trying to write an application, that would allow me to render multiple images onto an ImageView in Android. I can find the method to populate it with a sigle bitmap. But, there seems to be no way of getting two images to render in ImageView (Each occuping half the render space). Any help would be really appreciative.
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Jun 1, 2009
I am using OpenGL ES and drawing a triangle strip with 4 vertices. The texture I'm drawing was loaded from a PNG using BitmapFactory.decodeStream. I'm confused as to why my images look so bad. I took a screenshot and made the following image, which shows the on-device rendering on top and the actual image on bottom:
http://n4te.com/temp/imgDiff.png
Any idea why there is a difference? I have tried a bunch of different settings but I can't keep it from looking bad.
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Oct 10, 2010
I have a query i want to set my ImageView over the Gallery,How to do this? One more thing is there any possibility to display images in android app without using Gallery view.
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Jul 7, 2010
In my application....there are some images like temp1.jpg, temp2.jpg .....upto temp35.jpg,
so on button clicking, i want to load one-by-one image in ImageView ....
i want to do like:
cnt=1; imagename="temp" + cnt + ".jpg"; cnt++;
so my confusion is that "is there anyway to load an image in imageview from string(imagename variable) like temp1.jpg,etc."
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Nov 17, 2010
I am trying to use an array of images then set my ImageView to one of the images in the array. My first instinct was to use an array of strings with the image names but this did not work. How do I do this.Make a drawable array with the image names without quotes or what?
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Feb 18, 2010
I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
CODE:.....................
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Aug 9, 2010
I am developing a program drawing text on screen using android NDK in C native code. Could you please tell me how do I render the text?
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Jun 29, 2010
I'm writing a game engine.
I have a little example (see http://qrcode.kaywa.com/img.php?s=8&d=http://rokonandroid.com/rd.apk), that seems to work fine on every device except Droid / Milestone.
It displays a blue screen (due to glClearColor being set to blue), and nothing more.
I have tried with/without textures, and with/without VBOs. Yet still all blue screens on Droid.
What is unique about Droid and how it handles OpenGL, and why is it doing this?
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Apr 21, 2010
I'm using a WebViewClient that overrides shouldOverrideUrlLoading so the browsing stays inside the WebView. I initially call loadDataWithBaseURL with some HTML I have in memory, which has links in it. When I click the links, they load correctly in the webView. Everything is good up till now, but when I press back, effectively calling webView.goBack(), the webView loads the failUrl I passed to loadDataWithBaseURL. Why does it work going forward, but not going backward?
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Jul 18, 2010
Just curious how many have this issue.If you are unsure select the link below and find out pls.
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Jun 15, 2010
I have a listlayout with items in it that looks like this:
There is first an ImageView (the light) and then two textViews. All of this inside a TableLayout. (source here: http://code.google.com/p/switchctrl/source/browse/trunk/android/res/layout/device_switch.xml)
I want to have a rotating animation of a loading indicator Ontop of this light when this particular device (light) performs an action or an action is performed on it.
How do I put an animation ontop of this light imageview?
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Jun 17, 2010
I cannot render a large triangle on android,what I can see is a rectangle,just like the triangle drops a corner This is my vertex array: [-8240, -3540, 10120, -8240, -3540, -3800, -8240, 10582, 10120] and this is my code: gl.glVertexPointer(va.getComponentCount(), gl.GL_SHORT, 6, vertices); gl.glDrawArrays gl.GL_TRIANGLES, 0, 3);
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Apr 7, 2010
For some reason my code here (this is the entire thing) doesnt actually render anything besides a red screen..
can anyone tell me why?
CODE:.................
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Apr 8, 2010
I've googled around everywhere, but cannot find much for rendering strings to textures and then displaying that texture on a quad on the screen. Can someone provide a run-down on the process or provide good resources that describe how? Is rendering strings to textures even the best method for displaying text in an Android OpenGL ES app?
Okay, so LabelMaker interferes with alpha blending, the texture (created from a PNG with a transparent background) now has a solid black background, rather than a transparent background. If I comment out all the LabelMaker-related code, it works fine.
UPDATE:
Nevermind. I took a look at the code to find that LabelMaker was disabling blending after drawing the labels.
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Sep 9, 2009
Great potential development opportunity.
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Dec 28, 2009
I've written a simple widget application based on the wikitionary code. When run on an wvga854 emulator, the widget view does *not* update after a call to...
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Oct 30, 2010
I know you can't take a screenshot without having root access, but is there a way to render an activity and all the contents to an image file?
anyone have code to do this? it would be nice to have any dialogs, menus, etc... as well, but not required.
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Jun 23, 2010
I want to use a WebView to enable dynamic loading of ads in my app. I'm currently running on a HDPI device, and images width a width of 480px are clipped/scrolled. If I use images with a size of 320px, they are zoomed in and rendered at too low a resolution.The content of the loaded WebView url is a simple web page with just an image tag wrapped in a link, as well a simple head. I've tried playing with the viewport meta-tag, but without any luck.
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Aug 19, 2009
I've noticed that OpenGLContext is removed from 1.5. Everybody says that GLSurfaceView should be used instead. Does this mean that there is no way to render OpenGL graphics into a regular View?
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Sep 18, 2010
Question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true?
My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste extra memory?
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Aug 8, 2010
I'm working on a site that's supposed to scale fluently down to low resolutions, so that it would work just as well on a phone. This works well in Firefox and Chrome when I just make the window small, but when I try it out on an actual Android phone (Nexus One running Android 2.2), it renders it super-huge! (Using JS's window.innerWidth and window.innerHeight properties, it seems the viewport resolution it reports is 800x1271!.Is there a way to render the page at actual-size in the browser window so I can have my full design show up on the phone? User-agent sniffing is allowed, JS is allowed but discouraged.
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Jul 2, 2010
I am facing in Android display system(Video Rendering using Surface Flinger Native APIs).
As for my understanding, Android display system relies on Surfaceflinger library( a system wide screen composer). Surfaceflinger runs as a service along with Mediaserver service, Camera service, Audioflinger and these services interact with each other through Binder APIs at native level. If any user application wants to access SurfaceFlinger native APIs, it requires Surfaceflinger Access permissions.
My requirement is that I want to create a SurfaceView at the JAVA level (Android Application level) and render video data to that Surface, means, pass video data to the Surface flinger library by invoking native Surface Flinger APIs. But, because of Permission Problems, I am not able to invoke Native Surface Flinger APIs from Application Layer.
Is there any ways to invoke Surface Flinger Native APIs from Application Level ?
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Nov 8, 2009
Running into REALLY interesting problems with OpenGL ES. Basically when I start my program in 1.5 or 1.6 emulator, it works just fine but on HTC Hero 1.5 it does not. The problem is that the vertices are not being rendered but the gl.glClear() command is working just fine. I followed in with the debugger and it does go into the rendering function and such but still not rendering the vertices...
Here is the code in PasteBin (easier to read: http://pastebin.com/m706686e6 )
And here is the same thing pasted here:
CODE:............
Also I got my projection set in 2D ortho projection to match screen coordinates so that's why scale to 50,50 to actually make a bit bigger. I've tried using glDrawElements and glDrawArrays and nothing on the actual phone but works perfectly fine on the actual emulator. Any ideas where I might be going wrong? Why is the actual phone not rendering the vertices like the emulator is?
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Jun 29, 2010
I'm having great difficulty getting basic textures to work in an OpenGL ES app on my Droid (2.1-update1). I trying to render a simple textured quad - four vertices, two faces, with normals and texture coords. When rendered, the texture is garbled and full of static, similar to TV noise. Here's a pic showing the original texture map image, and then a screencap from my droid of the rendered textured quad. The basic colors are there, but obviously the texture isn't being read or applied correctly.
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Nov 2, 2009
I'm basically using the same method of loading bitmaps in OpenGL that the SpriteMethodTest example uses and have been unable to get rid of an annoying outline that appears around all of my images.
For example, If I were to load an image of a white circle on a white background, I would expect to see nothing. Instead, I would see my circle because its edge would be gray. In SpriteMethodTest, I replaced the background image with white and was able to see that the edges of the android images flying around also don't seem to be rendered correctly.
Does anyone know how to load images in OpenGL without having a thin outline appear around the images?
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Aug 18, 2010
"Important: Before you install SDK components, we recommend that you disable any antivirus programs that may be running on your computer"
Just wondered why and whether it will render the computer vulnerable during that window...
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Apr 6, 2010
I'm working to convert some background images to nine patch so they scale better on different phones.
The problem is that if I have the following resource structure: drawable-hdpi/background.png drawable-hdpi/button.png drawable-mdpi/background.png drawable-mdpi/button.png drawable-ldpi/background.png drawable-ldpi/button.png and then I drop a new drawable-hdpi/background.9.png file into the mix, it breaks button.png during the pre-compile. The error is "No resource found that matches the given name (at 'background' with value '@drawable/button').Simply removing that one nine patch file fixes the build. Should I be able to have some nine patch images and some normal ones, or to have nine patch only in hdpi but not mdpi or ldpi? This is Eclipse 3.5.1 with the latest ADT.
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Nov 21, 2010
I have an image view in my app. when I try to make it show a jpg file exported from 3ds max, it works. But if it comes from Photoshop, it just does nothing. Why is that? If it is at all important my app gets the image from my server with the following code...
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Aug 4, 2010
I have one ImageView. I want to show this image view for showing some message in fancy way.
So I want to add text to that ImageView.
Can Anybody tell me how can I do this.
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Sep 11, 2010
Is it just me, or does the Epic not render the phone keypad in landscape? i.e. the keypad disappears when you rotate the phone screen from portrait to landscape. I'm using Launcher Pro. Don't know if that has anything to do with it.
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