Android :: Facing Loading / Binding Oepngles Texture In My AR Program

Aug 15, 2010

Last couple of days, I am trying to load a texture image(.bmp) inside my Augmented Reality (AndAR) application's coding.but every time white texture come to screen on marker.here is my coding for texture:
package edu.dhbw.andar.pub; public class Custom Object extends AR Object {public Custom Object(String name, String pattern Name,double marker Width, double[] marker Center) {super(name, pattern Name, marker Width, marker Center)}
int[]texture IDs = new int[5];private Resources res;gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer); gl.glNormalPointer(GL10.GL_FLOAT, 0, normals Buffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureCoordsBuffer); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 6)

Android :: Facing loading / Binding oepngles texture in my AR program


Android :: OpenGL - Threading Texture Loading

Aug 27, 2009

I'm converting an app I've written from Canvas to OpenGL, and not having too hard of a time yet. However, I've run into one snag that I can't seem to get around. My old app was threading image loads, because there are a ton of them, however, it looks like the OpenGL implementation protects itself to a single thread. I have a basic loadBitmap() function as follows:...............

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How To Program / Write Code On Webview In Android For Loading HTML File

May 8, 2012

how to program/write code on a "webview" in Android for loading a html file?

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Android :: Displaying A Now Loading Image While Applic - Loading

May 4, 2009

I want to display a fancy 'loading' image at my app's startup time.

The problem: my startup code is mostly GUI related, hence needs to run on UI thread.

Is there a way to do both - that is run UI-related code on UI thread while an image is displayed to the user?

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Android :: Basic OpenGL ES Texture

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. The basic colors from the texture map are there, but obviously the texture isn't being read or applied correctly. My texture load sequence is simple : int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); Bitmap bmp = BitmapFactory.decodeResource(cx.getResources(), R.drawable.img); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);...

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Android :: OpenGL Texture Corrupted?

Aug 11, 2009

I took the source from API demos (TriangleRenderer.java) Here's the code on how textures are loaded in onSurfaceCreated():.....................

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Android :: OpenGL Texture Scaling

Feb 18, 2010

I have a texture with 8 equally sized stripes that I am using as a wall with OpenGL. On my Nexus One it scales it properly However, in emulators and on a G1 (and probably on other hardware), it does not scale properly, as the stripes remain the same width, while the height scales as it should. Is there an option that I need to set that is set to default on my nexus one but not on other platforms?

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Android :: Transparent Texture In OpenGL ES

Mar 2, 2010

I'm trying to set the transparency of a texture on a quad in opengl, playing with the blend functions didn't help neither did anything on google.

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Android :: OpenGL - ES Texture Bleeding

Oct 18, 2010

I am writing a small app that at the moment generates a random map of textures. I am drawing this map as a 10 x 15 group of "quads" which are infact all triangle strips. I use the "map" to grab an int which I then take as the location of the texture for this square in the textureAtlas. so for example 0 is the bottom left "tile". The atlas is 128 x 128 and split into 32 pixel tiles.

However I seem to be getting some odd artifacts where the texture from the one tile is creeping in to the next tile. I wondered if it was the image itself but as far as I can tell the pixels are exactly where they should be. I then looked at the texture coords I was specifying but they all look exact (0.0, 0.25, 0.5, 0.75, 1.0 - splitting it into the 4 rows and columns I would expect). The odd thing is if I run it on the emulator I do not get any artifacts.

Is there a setting I am missing which would cause bleeding of 1 pixel? It seemed to only be vertical too - this could be related to on the phone I am "stretching" the image in that direction as the phone's screen is larger than normal in that direction..............

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Android :: OpenGL Texture And GlDrawTexfOES

Nov 10, 2010

The following is piece of code in which I'm trying to draw 3 pieces of my background using glDrawTexfOES. The 3 pieces should look like green grass.

public void onDrawFrame(GL10 gl) {

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();

gl.glFrontFace(GL10.GL_CW);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);

gl.glBindTexture(GL10.GL_TEXTURE_2D, grass);

gl.glColor4x(0x10000, 0x00000, 0x10000, 0x10000);

((GL11Ext) gl).glDrawTexfOES(0.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(32.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(64.0f, 0.0f, -8.0f, 32, 32);
}

why my textures won't display correctly would be most appreciated! On a related note, for building a simple 2D tiled game is glDrawTexfOES the most efficient method for generating the tiled background?

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Android :: How To Texture Map Onto A Curved Surface?

Oct 17, 2010

I'm attempting to create a 3d game using OpenGL. I have a very basic world and am now working on a character. I want to map a texture to the head which will be oval shaped. How do I do the mapping? I know how to map to flat surface. I'm wondering if the normals can be used to help but I've never done this before and when I search Google I don't have any luck. I'm planning on doing this all programmatically and not using Blender or Maya if that makes any difference.

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Android :: Should I Use Local Service Binding?

Oct 5, 2009

I am very new beginner, and I am designing a small application as below.

- After a user starts the application, he/she can click the start button to start a background task. (e.g. retrieving the news headlines periodically, then do something...)

- Even after the user quits the application, the background task still running.

- To stop the background task, the user needs to run the application again, and clicks the stop button to stop the background task.

In the above scenario, what API should I use ? (Local Service Binding ? Remote Service Binding ? Handler ?)

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Android :: Binding Service To Activity

Dec 16, 2009

I am working on an android application, where the activity binds to a local service to perform certain tasks.Now I am binding the service in the OnCreate method of the Activity, after which the activity has to use the service object to invoke the functionality defined in the servicein the OnStart method. The problem here is that once a call "bindservice" has been made, we might not get the serviceobject immediately, so my service object would be null till that time. So i cannot invoke the service functions.So is there a way to determine in the activity that the service has been bound and the service object is valid and could be used now. For reference i'm attaching a code snippet for the same.

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Android :: Activity Service Binding

Mar 13, 2010

Can an Activity be bound to two different Services at the same time or do I have to unbind one Service before binding to the other one?

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Android :: Service Binding Relation

Apr 30, 2010

Can one service be bound to n activities?

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Android :: CountDownTimer Does Not Run After Binding To Service

Jun 24, 2010

After I Bind to a service inside the method I start a CountDownTimer. The problem is that the timer does not start counting down. I have gone through with the debugger and sure enough it is executing the method that starts the Timer.If I use a button to start the timer it works! What could I be doing wrong?

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Android :: How Binding To Services Works

Jul 2, 2010

I'm a little confused on how binding to services works. I understand using Context.startService() starts the service and that bindService doesn't call onStartCommand. But my understanding is that if I use startService, I have to explicitly stop the service. But I want the service to die if there are no more activities bound to it.My problem is that calling bindService never calls onServiceConnected(), so my Service binder object is null. Does the service have to be explicitly started in order to bind to it? If so, how does it know to terminate when nothing is binding to it anymore, and how do I know if it's started so I can know to use the bound object?

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Android :: Binding From SQLite To Gallery ?

Oct 19, 2010

I am just starting out with Android and I am attempting my first test app, but I am a bit stuck.

I have an SQLite database and a user is selecting a picture and a reference to this a long with a short description is getting stored in the database. This is all working fine, now I want to bind the images from to database to a gallery, but I am a bit confused how I do this.

My layout xml is as follows:

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

I want the gallery with a button below

My on create function I have the following:

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

I am using the notepad tutorial as an example and my class extends ListActivity.

When I run it I get the error

Your content must have a ListView whose id attribute is 'android.R.id.list'

I'm assuming I am using the wrong type of binding, but I can't seem to find anywhere that tells me how to bind from an sqlite DB to a gallery.

I also want to add a reference to the rowId in the gallery so when the image is clicked it will open the relevant page (so it can show the message)

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Android :: Getting Java Binding For Dbus To Run

Oct 19, 2009

Has anyone succeeded in running the Java bindings for dbus on Android? All indications point at dbus already running as a process within the Android OS, but there is no official access point for them through the Java interface.

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Android :: Render String To Texture And OpenGL ES

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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Android :: How To Texture White Square In Phone?

Aug 7, 2010

Alright, so I've got this OpenGL tutorial I'm basing from, my current code is equivalent to Part II of it, which is here:
http://blog.jayway.com/2009/12/04/opengl-es-tutorial-for-android-%E2%80%93-part-ii-building-a-polygon/
The code for that can be downloaded near the bottom of the page. It leaves you with a white square, and I want to apply a texture to it, which this tutorial series doesn't cover. I can't figure out how to texture my white square, in Android.

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Android :: Create 1024x1024 Texture In OpenGL

Dec 27, 2009

I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do this with Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_8888); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); But I can't actually create a 1024x1024 Bitmap - I get an out of memory exception.

I want to generate the texture, then use texSubImage2D to copy on various smaller bitmaps, but it seems that I need to somehow define that the texture is 1024x1024 before I can do that. Is there a function that lets me define the size/argb settings without just copying in a blank bitmap?

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Android :: OpenGL Texture Wrapping Flickers?

Jul 6, 2010

I'm drawing 5 rectangles with OpenGL. They are texture mapped, and use the following parameters/binding:

..................

When I start the activity, the shapes all flash as if the textures were supposed to wrap (ie, i see more than one texture per shape), then the screen quickly corrects itself. Is there some manual buffering I'm supposed to do while the textures get mapped and unwrapped?

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Android :: Easiest Way To Draw Texture With OpenGL ES?

Feb 6, 2010

the draw_texture function is the fastest and VBO is 2nd faster. But I don't understand how to use it(the draw_texture method or the VBO way).

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Android :: OpenGL ES Texture Mapping Very Slow?

May 5, 2010

I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly. My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device. I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose.

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Android :: Move Particular Texture Around Screen Using Opengl Es?

Feb 9, 2010

I am very new to OpenGL ES. I am implementing some demo app to load multiple textures on the screen. For demo purpose I have loaded 2 textures in 2 different locations on the screen using glTranslatef() and glBindTextures() twice. Now I am able to see 2 different images on the screen. Now I want to move one particular texture across the screen using mouse.

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Android :: Want To Load A Texture Through Glteximage2d / Buffers

Dec 8, 2009

for all those gl*Pointer functions you need to create bytebuffers through ByteBuffer.allocatedirect. when you want to load a texture through glteximage2d you need to supply a bytebuffer, too. can this be a "normal" bytebuffer or do I have to create this one too via allocatedirect?

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Android : Use An Index Buffer With A Texture In OpenGL ES?

Sep 21, 2009

I'm using OpenGL ES to display some objects exported from Blender. Blender provides a list of vertices, a list of the face indices and a list of the 2d texture co-ordinates. Within Blender, and I believe generally in OpenGL, the texture co-ordinates map to each vertex described in the index array.

I suppose I have two questions:

I'm given to understand(see the "Applying Textures" section) that in OpenGL ES the texture co-ordinates map to the vertex buffer only, not the index buffer. Is this the case or is there a way of binding the texture co-ords to the index buffer instead?
If the above is true, is there anything to be gained from using an index buffer at all? After all to properly map the textures one will need to write out the vertex buffer with all the redundancy that would have been saved with the index buffer. Is there still a performance increase to be gained or are index buffers redundant for textured data?

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Android OpenGL Live Wallpaper Texture

Jul 9, 2012

I'm having a problem with textures in my live wallpaper. I think its something I'm doing or not doing in blender when I bake my UV images... I get the app running just fine. But the textures are scrambled up on my model in the live wallpaper app... Here's a tester live wallpaper I built to show the problem I'm having... Three UV sphere the top one is post to be blue, the middle green, and the bottom is red inside blender. But after baking, this is what they turn out like in my live wallpaper... Here's a link to snap shots to the live wallpaper with the three sphere's..URL....

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Android :: Multiple Activities Binding To A Service

Aug 3, 2010

I have a service component (common task for all my apps), which can be invoked by any of the apps. I am trying to access the service object from the all activities, I noticed that the one which created the service [startService(intent)] has the right informaion. But rest does not get the informaion needed.

My Code is as below:

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

If I invoke startService(intent). it creates a new service and runs in parallel to the other service.

If I don't invoke startService(intent), serviceObj.getData() retuns null value.

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