Android :: Draw Png Image And Run Opengl
Mar 14, 2009Is it possible to draw a png image and then to run opengl operations on it with android? Is this the right forum to ask this? where can i get more information on doing such stuff?

Is it possible to draw a png image and then to run opengl operations on it with android? Is this the right forum to ask this? where can i get more information on doing such stuff?
I have a byte array of RGB values, just like the contents(without header) of a *.bmp file. What I want to do is, draw the corresponding bitmap on Android, using OpenGL.
It seems that OpenGL ES doesn't have a single API that will do, it true?
If true, how can I do this?
Actually, I can draw it in JAVA code, but it's too slow and costs too much CPU time. So I want to try drawing it with OpenGL. Is there any other advises? Or maybe OpenGL can't be the right answer?
I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the player´s score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later.
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View 2 Replies View RelatedI'm making a game for android where I need to draw a lot of points that change position every frame. I use the ndk to get faster processing performance of the math/physics section of the game, so I need to use OpenGL to get the fastest performance. Right now, I make a texture every frame out of an array that holds the colors of every pixel. I am only able to get ~10 frames per second with this method. Is there anyway I could speed this up? ...
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View 2 Replies View RelatedI have a problem with a suddenly dead(?) OpenGL Thread. After an indeterminate time (30 seconds to a couple of minutes) the onDrawFrame of the Renderer simply doesn't get called anymore. I get no exception, no ForceClose, no ActivityNotResponding, no nothing! I can still open the Menu, have another Handler/Runnable-cycle logging out "Alive", etc Recently I introduced some native stuff (physics-library). But I can verify that there is no native problem, as there is obviously no native crash and after the GLThread died, I can still do like: Log.d("Before native call") nativeCall(); Log.d("After native call") Maybe anyone of you experienced something similar to this?
View 4 Replies View RelatedI currently have a game written using the Android canvas. It is completely 2D, and I draw bitmaps as sprites on the canvas, and it technically works, but I have a few features that I need to add that will require drawing many more bitmaps on the screen, and there will be a lot more movement.
The app needs more power.
What is the best way to go from this method of drawing Bitmaps on a canvas to using OpenGL so I can draw them faster?
Any one know about how to draw a bitmap image?...
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View 1 Replies View RelatedLet me know how to set up a background image in opengl. You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscribe@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
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View 2 Replies View RelatedMy objective is to run a glowing animation on an image.I am changing the image alpha to produce this effect.
I have used basic AlphaAnimation provided in android framework but found that its slowing down other animations. So i extended a class from SurfaceView and created a thread to update it. ( Again here, i am manipulating alpha of the image ).
Everything seems fine, except that i am not able to draw a transparent image onto SurfaceView.Its showing black color on the transparent areas of the bitmap.code...
I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed. Game was horribly slow even on the real device. It is actually slower on the device than on the emulator... I think i am the first one to have such a situation.. I am drawing a max of 12 triangles only 2 for background and rest are 64 x 64 textures. on 5 quad made with 10 triangles. I have disabled Depth, Lighting already. Only blending enabled as I use transparent PNG for texture of sprites. render cycle is like this - draw the background - draw the sprites (only 5) [with 10 triangles only] - swapbuffer... Please don't advice me to use 2d canvas, bitmap etc... I need to do it in OpenGL only. don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64 textures (used by 5 quads...
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Sort of like a side-scroller game (when the foregroudn object needs to animate and change a lot more than the background).
I'm trying to get the preview images of the android Camera onto a opengl texture. I have been successful so far, it works most of the times. Though sometimes I will just get a black screen when starting/ resuming the application. I have been debugging for days, not finding any clue. When debugging I noticed that both the camera callback and the onDrawFrame are called in such situations. the bytearray of the camera does contain data.
View 10 Replies View RelatedI am wondering if there is a way to draw an image, or edit simple lines in a text box. The entire screen is a textView/ect and i would like to be able to write a sentence then draw an image and write again. By draw i think i would use the Canvas, so basically is there a way to include a canvas in a text view?
Evernote does do this, but to edit an image/draw you need to open another app "Skitch", my goal is to try and do this without any extra apps.
For example:
Hello
(canvas/editable graphical items)
World
In my android application I use this method in "draw" Overlay class for draw route on map. Can someone tell me if this method is good (in terms of performance) for route draw on map or I must to put code in Thread ??
I'm new to android.
public synchronized void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (pointsAndTimes.isEmpty()) {
return;
}
Projection projection = mapView.getProjection();
Paint paint = new Paint();
paint.setARGB(250, 255, 0, 0);.............
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
Is this the device limitations ? So graphics is actually a lot lot lot slower than on iPhone ?
I would like to be able to use the OpenGL API from both Java and C (via NDK).
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?
In other words, is the GL object just a wrapper for the same instance of the native library?
I use http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview/3068012#3068012 to load images in a ListView and a GridView. It works but the images are loaded form bpttom to top. How to fix that?
Bonus Question: Can I use a loading animation in a image view while the real image is loaded? Right now it's just a default image.
It will be helpful if any one can help me out in understanding the concept of radio,flash,system image in android mobile device. Also why are they required? and what is their role in Device?
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