Android :: Mapping Multiple Textures To Cube In OpenGL ES

Jun 25, 2010

I have just began opengl programming in android and i am fairly new to opengl as well. I've been using nehe's opengl tutorials as well as insanitydesign's android ports.I successfully managed to create a cube with a single texture mapped to all its 6 faces. I even mapped multiple textures to different faces of the cube.But the way I did it was to create 6 faces seperately, have 6 seperate index and texture buffers and then using glBindTexture() with the selected texture for each face and then calling glDrawElements. Isn't there an efficient way around this. Should i use a cube map texture instead of a GL_TEXTURE_2D?

Android :: Mapping Multiple textures to cube in OpenGL ES


Android :: Mapping Multiple Textures To Cube's Faces

Jun 25, 2010

I have just began opengl programming in android and i am fairly new to opengl as well. I've been using nehe's opengl tutorials as well as insanitydesign's android ports. I successfully managed to create a cube with a single texture mapped to all its 6 faces. I even mapped multiple textures to different faces of the cube.But the way I did it was to create 6 faces seperately, have 6 seperate index and texture buffers and then using glBindTexture() with the selected texture for each face and then calling glDrawElements. Isn't there an efficient way around this. Should i use a cube map texture instead of a GL_TEXTURE_2D?

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Android :: OpenGL ES Multiple Textures For One Rect

Nov 1, 2010

In Android OpenGL ES, I want to be able to switch textures for a given Rectangle. I have one rect and I put two textures, depending on different conditions. I just want to switch between textures.

I followed this code to create the textures: link text

and they render fine, but then I don't know how to tell the given rect to use another texture. Do I do something like "setTexture" with the ID that is generated in loadTextures() ? Do I have to have an array with texture names (numbers) that I then change .. I just don't get it..

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Android :: Mapping 6 Faces Of Cube With 6 Different Images

Oct 1, 2010

I am newbie to OpenGL programming. I was going through the code of API demos.I understood how to map a single image resource on to all the 6 faces of the cube,but i want to know how can i map 6 faces of the cube with 6 different images. I searched in the web without any luck.Can any one give me some ideas links , pointers on the same.

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Android :: Know Touched Cube In Opengl?

Feb 24, 2010

I drew cubes using opengl,

GLSurfaceView has onTouchEvent method. but I'd like to know

what cube was touched ?

cubes can move anywhere in the viewport...

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Android :: OpenGL Textures

Feb 17, 2010

I'm learning OpenGL on my own atm and I have a question about texturing a surface:

I can create a simple polygon like this:

CODE:......

Then I load all of that info into the approriate buffers and draw it to the screen with a call to:

CODE:..

My question:

I'm looking for a good example of how to take an image and texture it to the surface.

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Android :: Transparent Textures In OpenGL ES

Jun 21, 2010

I can't seem to get GLUtils.texImage2D to use my full RGBA (A=my alpha component).

I've tried doing setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888);

I've tried converting the source image (.png in ARGB) to RGBA.. which works ok for the ordering of data before texImage2D, but when it draws, it draws yellow where it should be "transparent white"... which suggests it's diminishing the "B"(blue) component instead of the A(alpha) component. But the same thing happens when I just use the orignal ARGB data instead ("B" diminishes instead of "A", leaving yellow).

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Android :: OpenGL More Textures For One Rect

Nov 1, 2010

In Android OpenGL ES, I want to be able to switch textures for a given Rectangle. I have one rect and I put two textures, depending on different conditions. I just want to switch between textures.

I followed this code to create the textures: http://blog.poweredbytoast.com/loading-opengl-textures-in-android but it seems that this is only for one texture.

If I use only one texture, it renders fine, but then I don't know how to tell the rect to use another texture (same rect, different texture). Do I do something like "setTexture" with the ID that is generated in loadTextures()? Do I have to have an array with texture names (numbers) that I then change .. I just don't get it..

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Android :: Enlarging Textures In OpenGL ES ?

Feb 19, 2010

I need to enlarge(Zoom) Textures when I hold&drag at the corners.

I am using glOrtho() to setup ModelView.

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

I am able to do hit-test and detect corners of the images(Textures) on the screen.

Now I need to enlarge(zoom) the image(texture). I have offset values, means how far I moved on the screen in X,Y directions.

If I need to use glScalef(), it will accept values in percentage(I think). How can I map the offset values to this percentage value.

or is there any other way to zoom(ie by enlarging the background polygon vertices, so that the mapped texture will automatically get zoomed) ? In this method, I am fixing the polygon sides at time of Surface Creation.

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Android :: Loading Textures In OpenGL ES App

Mar 23, 2010

Good pattern for loading textures in an Android Java & OpenGL ES app.

My first concern is determining how many texture names to allocate and how I can efficiently go about doing this prior to rendering my vertices.

My second concern is in loading the textures, I have to infer the texture to be loaded based on my game data. This means I'll be playing around with strings, which I understand is something I really shouldn't be doing in my GL thread.

Overall I understand what's happening when loading textures, I just want to get the best lifecycle out of it. Are there any other things I should be considering?

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Android :: OpenGL ES - Texture Map All Faces Of An 8 Vertex Cube?

May 18, 2010

Working through some OpenGL-ES tutorials, using the Android emulator. I've gotten up to texture mapping and am having some trouble mapping to a cube. Is it possible to map a texture to all faces of a cube that has 8 vertices and 12 triangles for the 6 faces as described below?

// Use half as we are going for a 0,0,0 centre.
width /= 2;
height /= 2;
depth /= 2;
float vertices[] = { -width, -height, depth, // 0
width, -height, depth, // 1
width, height, depth, // 2......................

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Android :: What Is Best Way To Implement Dynamic Textures In OpenGL ES?

Jul 2, 2009

I have a texture-mapped cube based in part on the Kube API demo and the Textured Cube example from anddev.org, It is working fine using bitmaps loaded from R.drawable.. what I need to do now is to make the texture for each face dynamic (using Bitmaps created in code). I'm having trouble understanding how to change the textures on the fly and I'm hoping someone can point me in the right direction.What would I need to change in this code to allow an existing texture to be replaced (eg. a new Bitmap would be passed in instead of loading the resource, but when I try this the texture remains unchanged).

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Android :: Track Memory Used By OpenGL Textures?

Jun 19, 2010

How do I track the memory used by OpenGL textures in Android? I understand the texture memory is on the Video RAM, but do they get swapped in with the RAM? If I call glGenTextures and do not call glDeleteTextures, how does it impact the memory usage of my current process?

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Android :: OpenGL Poor Performance With Textures?

Jan 30, 2010

So I'm doing some simple 2D stuff with OpenGL on Android and found the performance to be very, very poor. To give you an example, I made an app with a full screen LSurfaceView. I loaded a 512x1024 texture (containing a 480x854 image), set up an orthogonal 2D matrix, and set it to draw a 480x854 pixel quad with that texture, using vertex and texture arrays. Lighting, dither, blending, etc. is disabled.

I would expect this to run at 60fps without problem, but that simple operation already drags the frame drawing time to 19ms/frame. If I add some more small textured quads around the screen, the drawing time goes up to 22/24ms. If I enable blending it balloons to 28/30ms. This is testing on a Motorola Milestone, running 2.0.1. Is this normal? Am I doing something wrong or is it just a common problem in Android?

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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 ES Loading Textures After OnSurfaceChanged

Dec 5, 2009

I'm using GLSurfaceView for one of my applications and I've encountered a problem. It seems I can only create textures when in onSurfaceChanged, after that glGenTextures only returns 0. I've tried without glGenTextures and keeping track of texture indices myself, but the textures generated just turn up white. Is it only possible to load these types of resources in onSurfaceChanged (and possible onSurfaceCreated)? Or am I missing something?

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Android :: OpenGL Normal Mapping

Feb 9, 2009

Is it possible at this time to get normal mapping to work on android? I'm asking because it would involve the use of GL_DOT3_RGB, which is in the GL11 specs, not GL10. But GL11 is indicated as not completely supported.Is there an official list of GL11 features that do not work, or is it simply unstable and I should just avoid it for now?

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Android :: Is Shadow Mapping Possible In OpenGL ES 1.0?

Nov 25, 2009

I've tried casting shadow following this tutorial (which uses Stencil Buffer method): http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=27 The result is a cool shadow effect. But it depends too much on geometry and thus not very flexible. Then I found a much easier way to do shadowing here: http://www.paulsprojects.net/tutorials/smt/smt.html But it uses ARB_depth_texture and ARB_shadow extension. So I bet it can't be used with Android's OpenGL ES 1.0. I've tried googling for "Shadow Mapping" and "OpenGL ES" but still can't find a good tutorial. Can anyone recommend me a good place/site I can study for this please?

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Android :: OpenGL ES Render Textures Of Non Base 2 Dimensions

Sep 18, 2010

Question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true?

My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste extra memory?

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Android :: OpenGL Textures Fails On Motorola Milestone

Jun 30, 2010

I have troubles with OpenGL textures on Motorola Milestone with 2.1 firmware. Each call to glGenTextures fails with error GL_INVALID_OPERATION and sets the id with random numbers. The exact same application works on G1 without any error.

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Android :: Text Textures With Custom Fonts OpenGL ES

Sep 10, 2010

I'm creating an opengl es application and I would like to be able to dynamically create the text of my buttons etc.

The 2 obvious reasons for that are:

-to be modular (changing the text quickly without using photoshop)

-to be able to add languages later down the line

give me the basic steps/functions to:

create textures form text load custom fonts to display text textures with the chosen custom font indicate if I can use this for loading Kanji ?

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Android :: Augmented Reality / Mapping GPS To OpenGL?

Feb 2, 2010

I am writing an Android AR application and have my engine working but it contains a strange behaviour that I can't seem to get fix. I am overlaying an OpenGL surface on the camera image and am placing 3D objects in the view accordingly. If I use dummy data for the location of my AR objects, i.e. LAT 10 LON 10 become x=10 y=10 on the OpenGL surface, then the overlay works perfectly. However, if I use direct GPS coordinates for my LAT and LON (e.g. LAT 12.34567890 LON 100.23456789) then all my objects either move around their location or don't appear at all. I know there are issues around using floating points and the OpenGL framework, but I've been reading around and am still having trouble stopping this behaviour. Has anyone else had this problem? Should I be using a scaling factor between my GPS and openGL surface, if so what values are good? I tried scaling my LAT and LON by 1000000 to eliminate the floating point, but it didn't help and the performance was terrible.

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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 :: Multiple OpenGL Activities

Mar 18, 2010

I'm having a problem when I create a Sub-Activity to my main activity. Both activities have their own GLSurfaceViews. Nothing on Logcat. Basically It just opens up the new view and it's black and it never renders with the new opengl stuff. I've tried a bunch of stuff, just want to know if there's some special way I need to pause the first opengl activity to get the second to run, or if there's some toggle which I am missing, or if it just can't be done. When I open the second activity with a GLSurface View, the first activity stops drawing frames, but the second one, never initializes or starts to draw.

Main Activity Creation:

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

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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 :: Rotate A Cube (3D Rotation)?

Jul 14, 2009

In the api demo, there is an example for how to rotate a cube, but it can only rotate about X axis or Y axis, without Z-Axis Rotation. So how to perform 3D Rotation?

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Android :: Draw A Cube At Specific Co-ordinates?

Jun 30, 2010

I'm looking to draw a cube at specific co-ordinates. I've got all 4 corners and the centers x/y value. I now want to construct a cube at those co-ordinates. Does anyone know of any tutorials or have any information on how I would go about said task?

Ive got the following code. I'd like to map each of its corners to a specific x/y co-ord...

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Android :: Transparent Textures...

Feb 15, 2009

I am using opengl for drawing 3d stuff, but so far I've been unable to use transparent textures...

This is what I do...

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

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Android :: GPS Mapping App

Jun 16, 2010

there im looking at gettin g a new phone, and this is really the deciding figure between a blackberry, iphone or android device. What im looking for is a gps app sorta like gpsed that can map my tracks and put photos on them, but that stores these maps on my phone not the internet. Also what i would like is to ba able to take a picture with my phone and quickly be able to attatch it to my map. So when i go to this map in zoomed out mode i can see all these tracks (possibly in different colors) and these pins which i can click on and see pics of that location.

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