Android :: A Good Droid Rendering Engine?
Sep 9, 2010What is a rendering engine? Is there any for Android?

What is a rendering engine? Is there any for Android?
Can anyone suggest good chart engine for Android?!
I did a small research and found several engines: - Java4Less (http://java4less.com/charts/chart.php?info=android) - Chart4J (http://code.google.com/p/charts4j/) - BlueChart (http://code.google.com/p/bluechart/) is it a port of jFreeChart?! - aChartEngine (http://code.google.com/p/achartengine/) - aiCharts (http://www.artfulbits.com/Android/aiCharts.aspx)
Somebody try them?! Any pros and cons?! Which one is the best for Android?!
I am planning an app with a "coin flipping simulation" function(Activity) in an Android phone. I am new to 3D (OpenGL) here , and I know there will be a lot of efforts to build from scratch. So , I am looking for an existing 3D engine , which is able to simulate :
Coin flip and drop , with G-Sensor , so that users can shake/wave his phone to see the coins flipping.
Able to get which coin is up or down after the coins drop.
Able to assign how many coins are in the 'hands(or virtual table)'
Able to render different textures to the coins
The simulation must be the more realistic the better. So there should be a built-in gravity algorithm.
OpenSource is welcome , and Commercial is acceptable too.
Can someone give me some suggestions , or existing libraries , or algorithms (gravity ...)
I wrote a program in Android for setting different kinds of images as my background image, but it is not working with svg files. I am not getting any errors, it is not displaying any image and I'm getting a blank screen in my emulator when using svg files. Can any one suggest how to read and display svg files in Android with some code? Or should I convert xml code?
View 1 Replies View RelatedI'm trying to compare the difference in speed between software and hardware graphics rendering. I have 2 apps right now - one written with only java/android 2D APIs, and one written with openGL calls...
View 6 Replies View RelatedThere's a decent amount of information out there on the Activity lifecycle. But I'm surprised how difficult it is to find a comprehensive description of the rendering lifecycle. By that I mean the order and rules by which a tree of nested activities, views, and drawables get to be sized and drawn to the screen, and the points at which a developer can modify rendering behavior.
View 1 Replies View RelatedI need to find out how big a view will be after attaching it to its parent.I have overridden this method: Do you think there is a way to get this information before rendering the view itself? Basically I need to know the actually size before attaching it and not attach the view at all if it would take more certain amount of space. Code...
View 2 Replies View RelatedCan anyone help me to understand how WebView decided which content it can render and which it can't? For example I am inside a webview select a link and if the link sends an XML file I want my application to handle to data instead of WebView, Is this possible?
View 4 Replies View RelatedI have an ImageView object that I'm setting the android:src="@drawable/some_xml_file" instead of a standard png and it seems to not always render the drawable, as you can see in the first row here (it also happens intermittently in other rows as well):
I've tried setting the src & the background property but they both have the same effect. the source code from my list view row item is this:
CODE:...............
Then my res/drawable/action_box.xml is this:
CODE:................
I need to render video on android. I got sw decoder which decodes stream to YUV or RGB with very reasonable cpu usage, but so far haven't found a nice way how to render frames.
I have tried 3 methods so far: 1) using opengl from native code: * create a texture of type GL_TEXTURE_2D * set coordinates to fill full opengl rendering area * to render a frame update the texture with glTexSubImage2D or glTexImage2D function (more or less the same method that is used in vlc media player)
With this method the performance is most terrible.. VGA rendering @5..7FPS uses up 100% of nexus one cpu!
2) rendering with canvas function Canvas.drawBitmap(int[] colors, int offset, int stride, int x, int y, int width, int height, boolean hasAlpha, Paint paint)Was hoping to use this via JNI. First i just made a simple perfo test: * colors array was initialized in java code * then I just called mSurfaceHolder.lockCanvas(); canvas.drawBitmap(colors, ... ); mSurfaceHolder.unlockCanvasAndPost(canvas); in sequence
Perfo is better than with opengl - VGA@30FPS uses up 40% of nexus one- s cpu...
3) Rendering with canvas function Canvas.drawBitmap(Bitmap bitmap, float left, float top, Paint paint), while updating bitmap in native code * in java code i do:
CODE:.......
To get native pointer to memory (need to link to native android library libskia.so to get these functions) * copy or decode the video frame to this memory
With this method i get only 10% cpu usage when doing VGA@30fps... but lets face it - its a hack which may break in future. Am I missing something or there really isn't any better way to render video? for example some opengl extension function etc..?
I'm putting together a simple test made up of two tutorials available online for OpenGL ES on Android. This is really just so that I can learn about the basics of OpenGL ES to better understand how I have to design my program.
Right now, when it tries to render, the mouse movement effect works, but I get no square drawn on the screen.
Here are the two source files I'm dealing with:
CODE:.......
The second one is the tile object itself:
CODE:........
When trying to process this png image, webkit displays it blurry.
View 2 Replies View RelatedI have an Android app with a C++ library which uses pthreads to break down rendering tasks. This is for devices running Android 4+.
Lets say I have a 100 x 100 array of elements into which I repetitively do CPU-intensive processing. Currently I'm breaking the array up into four 25 x 100 element chunks and handing it off to four Posix threads (from a pool of stalled, pre-created threads). This gives an almost 4x speed increase on iOS and desktop Mac but slower results than single-threading under Android.
So the same code is used successfully to speed up the app on iOS or desktop Mac but in Android it often makes it even slower. I have done some tests on it and only quite big junks of data speed up when using multi threading. If the whole process (all threads) takes around 2 seconds or more it will speed up in multi threading mode but if it is less (say only takes about 400ms) it will be either the same speed or slower than just calling the rendering function normally. Which could point to thread switching being really slow. The bigger the processing tasks, the more they profit from multithreading. My tasks are usually not as big, but not fast enough in single threading mode.
I have also noticed that on ARM builds the speed difference between slower multi threading and the faster single threading is quite significant (almost twice as fast in multi threading rather than single threading) whereas on x86 builds the multi and single threaded versions will run at about the same speed as single threading on ARM builds. So x86 builds do not get slower on multithreading but also not faster.
I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.
So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:
http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html
The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).
What I expected to happen:
So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).
What is actually happening:
The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).
From the adb log of my G1's boot time, it shows "requestGPU returned -1", among other stuff. Does this mean that my OpenGL app is being rendered using software? BTW, I see the same messages on Hero as well.
------------------------------------------ log begin ------------------------------------------
I/SurfaceFlinger( 81): SurfaceFlinger is starting I/SurfaceFlinger( 81): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... D/SurfaceFlinger( 81): pid 81 requesting gpu core (owner = -1) W/SurfaceFlinger( 81): couldn't grant gpu core to pid 81 D/EGL ( 81): requestGPU returned -1 E/libEGL ( 81): h/w accelerated eglGetDisplay() failed (EGL_SUCCESS) I/SurfaceFlinger( 81): EGL informations: I/SurfaceFlinger( 81): # of configs : 6 I/SurfaceFlinger( 81): vendor : Android I/SurfaceFlinger( 81): version : 1.31 Android META-EGL I/SurfaceFlinger( 81): extensions: I/SurfaceFlinger( 81): Client API: OpenGL ES I/EGLDisplaySurface( 81): using (fd=19) I/EGLDisplaySurface( 81): .......
I would like to write OpenGL classes and test them in java outside of an Android device or emulator, and then use these in the Android.
Has anybody done this?: If so, are there JOGL implementations that are directly compatible?
I tried doing this on Windows using JOGL and writing wrappers, etc, but it turned out to be a real mess. I finally gave up when I didn't know how to get a GLU instance for a frustrum call.
I'm in the following situation: I have a large bitmap (~1280x1024) that I'd like to display on screen, scaled down in a view that fits the phone's screen (~480x320). This bitmap is frequently updated (couple of tiles per frame at 15 FPS). I first wanted to implement the rendering with a SurfaceView but figured out that all the scaling would be done in software due to limitations in the Android SDK. The second solution would be to load and render textures in an OpenGL context. Would that accelerate the resizing? If yes, isn't the cost of loading textures going to offset what I'll win on the scaling side?
View 2 Replies View RelatedI was wondering why Android keeps lagging a bit. I mean, quadcore should be fast enough to stop that from happening right? So I started Googling.
I got this article: [URL] .....
Basically it says this: Android's UI rendering thread does not work in real-time (the priority is not set at that), unlike iOS'. It's just about the one thing that's still better about iOS in my opinion.
How to make this thread render in real-time?
I want to render 3d object on the screen. Before that I would like to compute the screen so that the rendered object can be given relative position. How that can be done?
View 2 Replies View RelatedFor some reason the onPageFinished is firing before the WebView has finished loading -
I can't figure out why...
CODE:.............................
Is it possible to force specific apps to render themselves in smaller resolution than the native (device's) one and telling the device to rescale them? I'm talking specifically about old Gameloft games that don't work on new devices anymore due to no xhdpi support.
I managed to run Modern Combat 2 on LG Nexus 4 (mako) but it has severe bugs with touch area and aiming that make the game unplayable.
I wouldn't mind playing this game in lower resolution rescaled to fit the entire screen as long as it would actually work (MC2 has smoother gameplay than any other game in the series + smaller maps = better multiplayer experience when there is not much time to play).
I'm interested in developing an android application that will display a globe of some sort like Google Earth. I've never used opengl or have any experience with graphic programming so I'm here to learn some basics. Now, I know there are things like the Unity or Ogre that help facilitate graphics but what exactly do I gain from using these engines as opposed to just using opengl api to render graphics? Why do you use engines like Ogre as opposed to straight up opengl?
View 2 Replies View RelatedI have just started with Android development and bought a handset(HTC Hero) for test and usage purposes. The sad part is that it doesn't display one of the scripts (Devanagari to be precise). Hence, I would like to contribute to the Android project to help render it. However, since I have just started I have no ideas of where to look for and begin with !
To be very precise, I would like to contribute for proper rendering of Nepali Language (Devanagari Script) for the Android OS. For ex. I would like to be able to see the following in an Android device rendered properly......................
I've been working for the past couple of days to allow users to login to an android app with their gmail account and pass the authentication token to my app hosted on app engine - so i can download xml from my web services hosted on app engine as if the user logged into the app directly. There is a lot of info on ways to get the google auth code and the auth cookie and then pass the cookie in the header of an http request - but no info out there on doing all of this from android and going as far as to add the cookie to the remaining http requests. So, now that's it's working, i thought i'd compile it all together and post the solution here in my blog - enjoy.
View 3 Replies View RelatedI'm just starting into Android game development, and I'm looking into using an open-source game engine as the foundation of some of my ideas. Does anyone have any favorites? So far, AndEngine looks the most promising...I've also looked at Rokon. Any other notable engines I should be looking at.
View 2 Replies View RelatedI've created a simple OpenGL app and created a rendering class which implements GLSurfaceView.Renderer. All it does is draw 100 triangles (NUM_OBJECTS = 100) on the screen and move them about, bouncing off the edges. The projection is glOrtho2D and there is no z-buffer. I'm running this on a G1 with continuous redraw enabled.
Here is the onDrawFrame method:
CODE:....................
Is there a way to clear the search history in the market search engine?
View 2 Replies View RelatedThis seems to be a strange issue to have on a Google device but Google.com is not rendering properly in the default browser. I Have cleared the cache to no avail. I don't know why ShootMe only got part of the screen but you can see that there is no Google logo and everything is off to the right.
View 5 Replies View RelatedI am trying to implement text to speech by following this article on the Android Developers Blog. It suggests the following code for installing text to speech data if it is not supported.
CODE:...........
This throws an Exception:
ActivityNotFoundException: No activity found to handle Intent
However, I am using the code here to determine the the intent is actually supported. Here is the list representation:
[ResolveInfo{43cc5280 com.svox.pico.DownloadVoiceData p=0 o=0 m=0x108000}]
Why doesn't this work?
Update
I don't know why, but it seems to work now.
In general, I'm very impressed with Android's default text to speech engine (i.e., com.svox.pico). As expected, it mispronounces some words (as do I) and it therefore occasionally needs some pronunciation guidance. So I'm wondering about best practices for phonetically spelling out those words that the pico TTS engine mispronounces. For example, the correct pronunciation of the bird Chachalaca is CHAH-chah-LAH-kah. Here is what the TTS engine produces: mTts.speak("Chachalaca", TextToSpeech.QUEUE_ADD, null); // output: chuh-KAL-uh-KUH mTts.speak("CHAH-chah-LAH-kah", TextToSpeech.QUEUE_ADD, null); // output: CHAH-chah-EL-AY-AYCH-dash-kuh mTts.speak("CHAHchahLAHkah", TextToSpeech.QUEUE_ADD, null); // output: CHA-chah-LAH-ka mTts.speak("CHAH chah LOCKah", TextToSpeech.QUEUE_ADD, null); // output: CHAH-chah-LAH-kah Here are my questions. Is there a standard phonetic spelling recognized by the Android TTS engine? If not, are there some general rules for making custom pronunciation spellings that will make the spellings more likely to be correct in future TTS engines/versions? It appears that the Android TTS engine ignores text case. What is the best way to specify emphasis?
View 2 Replies View Related