Android :: Enable Antialiasing In OpenGL On Any Of Droid Devices?
Jan 11, 2010Has anyone found a way to enable antialiasing in OpenGL on any of the Android devices?
View 2 RepliesHas anyone found a way to enable antialiasing in OpenGL on any of the Android devices?
View 2 RepliesI am a Linux enthusiastic and now using the most awesome mobile operating system Android ICS.
My mobile phone is Sony Ericsson Live with Walkman wt19i. Recently I installed CYANOGEN MOD 9 which I think the best available rom from the performance perspectives.
But one problem popped out.
The problem is this Rom can't render Indic languages well.
The fonts are not perfect.
The encoding is set to UTF 8, but still it can't render the BENGALI LANGUAGE LIKE THAT OF SONY ERICSSON STOCK ROMS.
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?
How To Transfer TEXT MESSAGES from WP8.1 devices to Android Devices ??And also the contacts!!
View 2 Replies View RelatedCan I have two separate google play accounts for two different devices & keep one gmail account for both devices?
View 6 Replies View RelatedI am developing my am on mac (10.5.8), on eclipse and SDK 1.6 and a Vodafone HTC Magic Everything was working ok up to a few days ago. I can not see my device on adb devices. I also got a Sony Xperia and I can not see it on the list either. I upgraded the phone software (the HTC) to 1.6 a few days ago. Maybe that is what caused the change, but I could not be sure.
View 2 Replies View RelatedIn 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 ?
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:....................
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.
View 2 Replies View RelatedA 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?
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:.........................
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
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])
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.
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?
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?
Can anyone please recommend a training session/course for Android graphics API/OpenGL ES?
View 1 Replies View RelatedOnce 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.
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?
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.
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?
Has anyone seen that their applications built against Android 2.0 (minSdkVersion="5") are not showing up at all in the market for 2.2 devices? Does anyone know a workaround (aside from building for 2.2).
View 3 Replies View RelatedI'm not *entirely* sure this one is supposed to go here, but anyway :)
Assuming I have two Android-powered devices, connected both to the same 3G network; does the current API of Android allow to have a Service running on one of them being contacted by an Application running on the other one over this 3G network or do I have to go for a more traditional network (e.g. WiFi AP, Bluetooth) ? If so, how do I do it ?
I saw the usual Socket part in the API but it is not clear to me whether this is the way to use the 3G. I also found another discussion related to communication between a laptop and a dev phone ("Sending data to android dev phone using 3G connection") so it seems to be possible.
Does anyone have some details about how to do this?
I have a Nexus One and I would like to know if it's possible to add a new language to the system? Or are the languages compiled into the kernel?
if it's possible where can I find information about creating/developing a language for Android?
What are the options to connect (create stream? or send datagrams?) between two android devices? (I know I can use Internet, but i think that lag will be big and it's overuse to just exchange data between to phones that are nearby). Is it possible to use bluetooth or wifi ? so two applications on two devices can connect each other (create bi- directional stream) and send some data.
View 2 Replies View RelatedI am working on an Android Application where I need to display log information when I execute the .apk file in release mode based on some condition.
It can be like below:
if(debug)
display log inf.
else
normal execution
I will set this variable to true to enable debug mode to display log information.
Can anyone help me in achieving this feature.
Current as of 10/12/2010
For all phones except:
Sprint EVO 4G (HTC Supersonic)
Droid Incredible (HTC Incredible)
HTC Desire GSM
HTC Desire CDMA (HTC BravoC)
HTC Aria
Droid Eris (HTC DesireC)
HTC Wildfire (HTC Buzz)
How To: Root Your Android Phone (SuperOneClick Method) | TheUnlockr
Here is a video guide showing how to install custom ROMs after rooting your device.
http://theunlockr.com/2010/10/12/how-to-load-a-custom-rom-on-your-android-phone-after-any-one-click-root-methods/
Credit to TheUnlockr
Do you think this is ATT's doing, Motorola's, or maybe Apple? How do you think it will affect other Android devices on other carriers?
View 6 Replies View RelatedI'm developing a little program which syncs some of the users data from my app on the cloud (just a load of strings, but that's not the point).
To help identify each device uniquely I would like to use the IMEI (or ESN number for CDMA devices) ...so here is the question, does anyone know how to access this programmatically?