Android :: Droid 2.0 And OpenGL ES 2.0 Support For Programmable Shaders?

Jul 9, 2010

Can I assume that, if a phone runs Android 2.0, it also supports OpenGL ES 2.0 and thus the graphic hardware has full support for programmable shaders?

IOW, does Android 2.0 as a platform mandate OpenGL ES 2.0 support? Or is it optional?

Android :: Droid 2.0 and OpenGL ES 2.0 support for programmable shaders?


Android :: G1 Support For OpenGL ES 1.1?

Feb 2, 2009

Does anyone know whether the G1 device is capable of supporting OpenGL ES 1.1? Is this something that depends on both the graphics chip and the OS, or is it purely software? If Android/the G1 only supports OpenGL ES 1.0, are there any pieces of the 1.1 spec that are supported?

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Android :: OpenGL-ES 2.0 Support

Feb 5, 2009

Is there any plan to support OpenGL-ES 2.0 in Android? Is it possible to write a renderer youself based on OpenGL-ES 2.0? In that case, where to start.

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Android :: Timeline For OpenGL ES 2.0 Support?

Oct 28, 2009

Is there a timeline for GLES 2.0 support (hopefully in the NDK as well)?

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Android : Make A TableLayout From XML Using Programmable Way?

Apr 8, 2010

I am trying to add TableLayout to the LinearLayout from resourse(xml) using programmable way.

The added TableLayout count is dynamic. It would be between 1 - 10.
I think it is better way to make it from resource xml. Because design doesn't break.

How to make it ? Actually I don't know how to create a new instance from the XML.

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Android :: Cheap Wifi Enabled Or Other Programmable Device

Jun 8, 2010

Does anyone know of a cheap Android or programmable device that has wifi? I need it for a project for a company that needs a wifi handheld device for the shop floor. Im not too fussed about the language the device uses though Im not really interested in the iTouch as theres no intention to release the app in the app store and I don`t really want to jail break everybodys iTouch. Ideally it would be small , iTouch size for example and relatively cheap $100 or less. Nothing fancy just ability to write a simple UI and have wifi. Voice is not needed.

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Android :: Set Style (small And Large) To Button Programmable Way?

Apr 22, 2010

How to set style(small and large) to Button programmable way ?

Is it possible ?

I can set the style to the Button from xml resource (like styte= ?android:attr/buttonStyleSmall).
But I don't know how set it programmable way.

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Android : How To Rotate Screen To Landscape (or Portrait) By Programmable Way?

Mar 28, 2010

How to rotate the screen to landscape (or portrait) by programmable way? I am trying to make it independent when user rotates the screen.

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Android :: OpenGL Speed Issue - Code Contribution To Other OpenGL

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

Is this the device limitations ? So graphics is actually a lot lot lot slower than on iPhone ?

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Android :: NDK OpenGL - Mixing Java And Native - C - Calls To OpenGL API

Jul 24, 2010

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?

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Android :: Opengl In Droid 2D UI / What's Function?

Apr 8, 2010

In android 2D UI, what's the function of opengl?

graphic system draw picture and text by skia->opengl->framebuffer, so in 2D UI what's the function of opengl?

in bootable/recovery/minigui the recoverty mini UI just display some png and text, why does it use opengl ?

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Android :: SIGSEGV 11 OpenGL - Only On Droid - Not 2.0 Emulator

Nov 10, 2009

We are getting a SIGSEGV 11 when launching our OpenGL activity. Here is the logcat. It appears to happen on Droid Hardware, but not the 2.0 Emulator. We are trying to do some testing to see if we can slowly build up some code to cause a crash.

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

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Android :: Blank Textures On Droid (OpenGL)

Dec 28, 2009

I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.

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Android :: Opengl Visual Artifacts On Droid

Aug 14, 2010

A user sent me a screenshot of visual artifacting on droid. Apparently it only happens with multi-texturing enabled. --> Screenshot: http://adamhammer.ca/images/stories/cap201008140037.jpg

If I understand correctly though the GPU in the Droid 1 is ES2.0 Compliant, so it should have at least 2 texture units, any idea why I'm getting this weird look in my app on the Droid 1?

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Android :: Droid Reboot When Using VBO In Opengl Es Codes

Apr 5, 2010

I am working on a app which render geometrics with VBO in NDK opengl, it works in other phone, but in Motola Droid, it will cause the devices reboot.

The logs like next.

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

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Android :: Motorola Droid OpenGL ES Specs?

Oct 28, 2009

I just got my hands on this phone.

Here's my summary:

1) It's really fast. Runs all my games at max framerates.

2) The screen is 16:9 and will probably mess with your layouts and games and stuff.

3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU speed.

I believe the hardware supports OpenGL ES 2.0 but since Android doesn't, there's no way to use it right now. I did, however, dump all of the GL extensions and put them alongside the G1 and Emulator extension lists into this handy-dandy article - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs

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Android :: Use Opengl 2.0 On Droid With Framebuffer And renderbuffer?

Oct 31, 2010

How to do with the framebuffer and renderbuffer?

when we develop on iphone the function "presentRenderbuffe" is working.but on android ,how to display the renderbuffer? (![context presentRenderbuffer:GL_RENDERBUFFER])

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Android :: Tutorial To Use Opengl Interface In Droid Ndk?

Mar 22, 2010

If i wanna use the opengl interface in android ndk, then will it be possible to show
me a simple tutorial to let me master the android ndk?
i just wanna know how to operate in android ndk first.

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Android :: OpenGL Doesn't Render On Droid - Milestone

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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Android :: Enable Antialiasing In OpenGL On Any Of Droid Devices?

Jan 11, 2010

Has anyone found a way to enable antialiasing in OpenGL on any of the Android devices?

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Android :: Training Session / Course For Droid Graphics API - OpenGL ES?

Sep 25, 2010

Can anyone please recommend a training session/course for Android graphics API/OpenGL ES?

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Android :: Droid OpenGL ES Test Renderer Crash / Why Is So?

Oct 8, 2010

Once again I'm trying to get into openGL, but as usual I choke when passing around vertices/vertixes/whatever and every little detail can lead to disaster (wrong format, initialization not properly set up, where memory are saved, etc.).

My main goal is to use openGL for 2D graphics to speed up performance compared to regular cpu drawing.

Anyways, my openGL Renderer looks like this code...

With an IndexOutOfBoundsException, but I'm sure there are more problems with the code.

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Android :: GUI Libaray For IPhone / Droid Based On OpenGL ES?

Mar 18, 2010

Since both iPhone and Android support OpenGL ES, is there any open source or commercial GUI library we can use for these two platforms? Or is it doable (or how difficult) to port an application from one to another platform?

As I know, for iPhone only, libNUI (http://www.libnui.net) is a good choice (dynamic layout & mature), but it only provides GPL & commercial license. Any other open source tool similar with libNUI?

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Android :: Use An OpenCV Rotation And Translation Vector With OpenGL ES In Droid?

Sep 14, 2010

I'm am working on a basic augmented reality application on Android. What I did so far is detect a square with opencv and then using cvFindExtrinsicCameraParams2() I calculated a rotation and translation vector. For this I used 4 object points, which are just the corners of a square around (0,0,0) and the 4 corners of the square in the image.

This yields me a pretty good rotation and translation matrix. I also calculated the rotation matrix with cvRodrigues2() since using this is easier than the rotation vector. As long as I use these to draw some points in the image everything works fine. My next step is however to pass these vectors and the matrix back to java and then use them with OpenGL to draw a square in an OpenGLView. The square should be exactly around the square in the image which is displayed behind the OpenGLView.

My problem is that I cannot find the correct way of using the rotation matrix and translation vector in OpenGL. I started of with exactly the same object points as used for the openCV functions. Then I applied the rotation matrix and translation vector in pretty much any possible way I could think of. Sadly none of these approaches produce a result which is anyway near what I hoped for. So my question is can anyone tell me how to use them correctly?

So far the "closest" results I have gotten, was when randomly multiplying the whole matrix with -1. But most of the time the squares still look mirror inverted or rotated for 180 degrees. So I guess it was just a lucky hit, but not the right approach.

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Android :: Method To Draw Bitmaps Faster On Droid Canvas / OpenGL?

Jun 15, 2010

I 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?

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Android :: Droid / Android 2.0 OpenGL Configuration Issue

Nov 9, 2009

As with a lot of folks doing OpenGL ES dev it's really a test on device situation. I'm really trying to get out the Typhon API (http:// typhon.egrsoftware.com/) which is an open source platform for real time / game development working on the Droid. It also provides the basis for a series of OpenGL ES tutorials for Android available that will be incrementally released starting this week with or without support for the Droid: [url]

Of course I'd like to support Android 2.0 / Motorola Droid, but alas a problem without a clear answer is occurring when I use EGL/GL directly not using Google/Android provided GLSurfaceView. The following is the basic setup code and works just fine on all previous Android versions including 1.6 on the G1 and Ion, but it fails on the Droid. Note "context.getConfigSpec()" returns a standard configuration:

new int[] { EGL10.EGL_RED_SIZE, 5, EGL10.EGL_GREEN_SIZE, 6, EGL10.EGL_BLUE_SIZE, 5, EGL10.EGL_NONE }

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Android :: Droid OS Support Unicode?

Jul 23, 2010

Will android OS support unicode ?

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Android :: Does XT9 Keyboard Support In Droid 2.0?

Nov 6, 2009

Could anyone give the information whether XT9 is supported on Andoird 2.0?

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Android :: Motorola Droid Support The Multitouch API

Nov 2, 2009

I had assumed that the Motorola Droid supports the new multitouch APIs in Android 2.0, but the reviews of the device I've seen so far say that it isn't used, at least in the built-in apps like the browser (e.g: http://www.engadget.com/2009/10/30/motorola-droid-review/ ). Apparently though, it is supported on the upcoming GSM version of the same handset [url], so perhaps it is just an issue of whether the driver is included on the Droid version of the software. Can anyone with access to a Droid confirm whether the multitouch API works on it?

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Android :: Droid Support APDU Connection As Known From JSR 177?

Feb 21, 2009

Does Android support APDUConnection as known from JSR 177? Simple question. More answers?

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