Android :: OpenGL ES Application On WebView
Sep 5, 2009
I want to implement OpenGL ES application on WebView. Can the application be ported that way? I have an Applet Player which uses JOGL for rendering purpose and JavaScript for event handling. Now to port that application on Android I have completed rendering on GLSurfaceView. For event handling I need to replace the code of Javascript with something else. Can I call Javascript and parse it from my standalone application. Or I would have to use WebView class to use it.In case I need to use WebView for calling Javascript then can I draw opengl es on WebView.
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Oct 25, 2010
I am currently trying to develop a game for android in OpenGL ES and I am testing it on my Nexus One. But I have run into some performance problems,and I would like to ask somebody about it,could you help?I currently have a very basic scene - background made of 25 tiles(256x256 texture each), and then a number of textured cubes(128x128 texture for each side of a cube ). However,when I try to display approx. more than 10 cubes, the performance becomes so sluggish that I can't even rotate the scene smoothly. I can't imagine how can I add more objects(player,enemies, all that kind of stuff) when it runs so slowly with 35 objects in total. I mean - games like Raging Thunder 2 probably display hundreds of objects at once(plus they do lots of computations behind the scenes) and they run super- smooth on my nexus one. What am I doing wrong? Could somebody help me please?
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Oct 23, 2009
I've just dusted off an application I did for Android half a year ago. I upgraded to the latest SDK and Eclipse ADT. After some struggeling I get the application to run again. When I debug it I can see that all the right code are executed the right way. The application shows a OpenGL surface and animates stuff on it. It used to work perfectly (I even have it running on my HTC Magic device), but in the new emulator the screen is just white?
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Oct 27, 2009
From the adb log of my G1's boot time, it shows "requestGPU returned -1", among other stuff. Does this mean that my OpenGL app is being rendered using software? BTW, I see the same messages on Hero as well.
------------------------------------------ log begin ------------------------------------------
I/SurfaceFlinger( 81): SurfaceFlinger is starting I/SurfaceFlinger( 81): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... D/SurfaceFlinger( 81): pid 81 requesting gpu core (owner = -1) W/SurfaceFlinger( 81): couldn't grant gpu core to pid 81 D/EGL ( 81): requestGPU returned -1 E/libEGL ( 81): h/w accelerated eglGetDisplay() failed (EGL_SUCCESS) I/SurfaceFlinger( 81): EGL informations: I/SurfaceFlinger( 81): # of configs : 6 I/SurfaceFlinger( 81): vendor : Android I/SurfaceFlinger( 81): version : 1.31 Android META-EGL I/SurfaceFlinger( 81): extensions: I/SurfaceFlinger( 81): Client API: OpenGL ES I/EGLDisplaySurface( 81): using (fd=19) I/EGLDisplaySurface( 81): .......
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Aug 23, 2010
How do I find out how much memory my openGL application is using at any given moment, including sounds, textures, and everything else? I've been wrestling with DDMS for hours and all it seems to show me is basic object allocation counts. I must be missing something, but I haven't had any luck searching. LONG VERSION: I've got an otherwise operational beta Android game which crashes out after a while on my device (Droid X). I'm fairly sure my problem is that my textures are not being properly cleared from memory. I'd like to confirm this fact before I start blindly making changes. My game does fairly frequent level transitions. During these transitions I typically dump a texture file, wait a bit, then load a new one.
Over time the application performance degrades. After 10 or so transitions frame rate starts to take a nose dive. 10 or so more and it usually dies. Prior to dying I see log messages like this: 08-23 12:26:58.038: DEBUG/Cursor(1265): fillWindow is not executed because Cursor object is closed. 08-23 12:27:27.186: INFO/ActivityManager(1239): Low Memory: No more background processes. And then eventually: 08-23 12:27:46.952: INFO/ActivityManager(1239): Process com.thup.lunchbox (pid 4927) has died. There are no specific error messages of any sort. I've got lots of ideas for things to try to fix this (e,g, glDeleteTextures), but I really want a way to measure before I start trying to fix.
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Jan 14, 2010
I'm nearly ready to publish my OpenGL game. I've been browsing this newsgroup and I've seen quite a few posts regarding crashes, blank screens, etc when running an OpenGL application on the Droid. I have three questions:
1) What are some common pitfalls that occur when trying to support the Droid/Nexus One? So far, I've tested my game on the Android 2.0 emulator (both WVGA & FWVGA) and everything works fine but I'm still paranoid.
2) I've placed my textures (png) in the assets folder. Will these images be pre-scaled automatically? I've read about specifying density independent images for resources but do the same rules apply for images stored in the assets folder? I'm afraid that pre-scaling will cause my textures to become non-power of 2.
3) What additional strategies have developers been taking to ensure their application works on the newer devices when they only have access to G1/G2 hardware?
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Oct 24, 2009
I plan on writing a Java 3D game that will work both on PC and Android. Unfortunately it looks like there is no common OpenGL API for both platforms.Do the APIs differ significantly? Is there a way I could use the same 3D code in both versions? Is it a good idea?
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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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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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Mar 24, 2010
M.google.com somehow requests the current location when loaded in Android's browser.
I want to do the same thing from a web page being loaded into a WebView in my own application. Is the only way to go about this with WebView.addJavascriptInterface(), or is there already a javascript interface available for webapps to use?
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Feb 10, 2010
I'm thinking of implementing a HTML welcome panel to our Android app, which presents news and offers on the start-up screen. My question is now, if I present an offer to a specific place (with an id string) can I trigger a callback from the WebView (maybe via Java Script) to the Android app and passing that id string to make it start a new Activity which loads and shows data from a server (JSON) depending on that id string?
The second part is already implemented and working. My main concern is how to get the id string from the HTML WebView back to the Android app when the user clicks on it.
We prefer to use a WebView for that specific welcome panel, because it gives us more flexibility to customize by using HTML.
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Aug 8, 2010
1. My app opens a web view, with a web page that requires a username & password. 2. The user writes his password, and on the Android popup to remember the password he chooses "remember". 3. Now the user wants to log in with a different password. But the web view always remembers his last password and doesn't even show him the login page. How can I programmatically clear that saved password? Assuming that I know the host URL. I tried webView.clearCache(true), webView.clearFormData(). But it didn't work.
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Mar 16, 2010
I have a WebView. I'm not quite sure how caching works for it. Ideally I'd like to load a web page from the network once (images included), then from then on only ever load it from the local cache. I'm not sure if we have this level of control over webview. Will it at some point just auto-clear the cache? How could I tell? I need to be sure that it's really keeping the page cached between different runs of my application.http://developer.android.com/reference/android/webkit/WebSettings.html.
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Sep 29, 2010
I've narrowed down the problem to WebView; my application force closes every time. If I take out the WebView and put in a color change button or something, the case switching works and the application loads. I'm fairly new to the plaform, but I'm (mostly) copying directly from examples here for WebViews.
CODE:........
main.xml
CODE:............
AndroidManifest.xml
CODE:.................
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Feb 18, 2009
I'm thinking of using WebView as a container for "Form" based JavaScript+DHTML applications. This is simple fill-out-forms like you have on the web, but now on mobile like for note taking, order taking, and the like.This is to allow web developers to build the bulk of the application - Javascript will perform validation, computations, etc.On the Java side, I only need to implement database CRUD operations, and a ListView to scroll over the forms.To minimize the learning curve on the JavaScript side, I've been thinking on how to emulate AJAX calls so that the web developers don't need to learn new methods to call on the JavaScript-Java bridge. Of course this isn't possible using XMLHttpRequest, so I'm thinking of adapting JQuery or other Javascript libraries for this purpose.
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Sep 1, 2010
I came across an interesting issue when testing android 2.2.
My testing was to use webview api,webview.loadUrl(url);
If url is from any public domain, ex, www.google.com, the web content is rendered very well.
[url]
If url is from local host, ex, tomcat with port 8080, the web content is rendered as well.
[url]
But if url is from other port, ex, websphere with port 9080, the web content is not rendered.
[url]
There is no exception thrown, and it shows blank on the emulator.
Is there any setting needed for different port?
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Apr 28, 2010
I have an Android application that is a TabHost with a WebView. I use it to load a specific html file that has a text field in its bottom part. When I touch the html textfield, the soft keyboard pops up, and hides the textfield, so that I cannot see what I have typed.
Here is the layout:
<?xml version="1.0" encoding="utf-8"?>
<TabHost xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@android:id/tabhost"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/main"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent" >.......................
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Mar 22, 2010
In an android app I am using a tabview for an app and one of the tabs shows a webview. But the page is blank until the web page loads. how would one show a progress bar until the page loads. It cannot be in the title bar because that is hidden by the tabhost
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Jun 28, 2010
I have an activity using an xml layout where a WebView is embedded. I am not using the WebView in my activity code at all, all it does is sitting there in my xml layout and being visible. Now, when I finish the activity, I find that my activity is not being cleared from memory. (I check via hprof dump). The activity is entirely cleared though if I remove the WebView from the xml layout.
I already tried a
webView.destroy();
webView = null;
in onDestroy() of my activity, but that doesn't help much.
In my hprof dump, my activity (named 'Browser') has the following remaining GC roots (after having called destroy() on it):
com.myapp.android.activity.browser.Browser
- mContext of android.webkit.JWebCoreJavaBridge
- sJavaBridge of android.webkit.BrowserFrame [Class]
- mContext of android.webkit.PluginManager
- mInstance of android.webkit.PluginManager [Class]
I found that another developer has experienced similar thing, see the reply of Filipe Abrantes on:
http://www.curious-creature.org/2008/12/18/avoid-memory-leaks-on-android/
Indeed a very interesting post. Recently I had a very hard time troubleshooting a memory leak on my Android app. In the end it turned out that my xml layout included a WebView component that, even if not used, was preventing the memory from being g-collected after screen rotations/app restart. Is this a bug of the current implementation, or is there something specific that one needs to do when using WebViews. Now, unfortunately there has been no reply on the blog or the mailing list about this question yet. Therefore I am wondering, is that a bug in the SDK (maybe similar to the MapView bug as reported:
http://code.google.com/p/android/issues/detail?id=2181)
or how to get the activity entirely off the memory with a webview embedded?
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Jan 27, 2009
I am working on developing a 3d game. I have loaded ms3d model in my project and all texture and everything is working fine. I m not loading any joints.But I am facing two major problems which indeed are related to one thing. 1: I have got FPS problem in my game.Its too low even on G1. 2: When I have touch event to control the game it affects the FPSmore. So plz let me know how to optimize it more because the same game with same code of opengl es is wokring at 45 FPS on Iphone So why its running slow on G1.What is opengl es benchmark for G1 ? Wat can be comparison btwn Iphone and G1 related to hardware acceleration?
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Oct 11, 2009
Been working with OpenGL a little more recently, and have been noticing pretty bad performance on my G1. Were there any major changes to OpenGL in 1.6 that would change the performance (or made my code incorrect?) on device? As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and gave it a spin. I had run it a few months ago and noticed pretty decent performance. With a low number of sprites (10-100), every method (Verts, Hardware VBO's, and DrawTex) had easily over 30fps, with drawTex beating out the others. I fired it up on my G1 (recently updated to 1.6), and all 3 methods are giving me performance of around 10-12fps with all methods of OpenGL at 10 sprites. Just for fun, installed the exact same APK on my girlfriends phone, which has yet to be updated to 1.6, and hers shows what I expected to start with, 30-60fps depending on method. So the question is, did anything change in terms of OpenGL, that would make the example code in SpriteMethodTest less than optimal?
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Nov 16, 2010
I want ask some questions about Opengl es 2.0?
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Aug 24, 2010
What is the correct way to save images in png format, if I want to use it in my Android OpenGL ES application as texture?
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Aug 19, 2009
I'm developing a new game and have been having inconsistencies between the device and emulator. The biggest one for me right now is that the elements I draw with an orthographic projection work correctly on the device, but are 1/2 the size on the emulator. I've checked and rechecked the code 100 times and I'm positive I've done it right but am confused as to why I'm seeing that result. I suppose I could go forward doing ALL testing on a device - and I may have to, seeing that the emulator's frame rate is horribly slow - but I was hoping that I could do some of the work on it at least.
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Aug 25, 2010
I am learning Android development, specifically to eventually do OpengL 2.0 ES on it. So far I have read that the NDK supports Opengl 2.0 ES. However, is there also a Java API for it? If there is a Java API for it, which one is recommended? I know both C++ and Java, so it is not a big deal if I have to use the NDK, but I would prefer to work only in Java if possible and without a big performance hit.
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May 27, 2009
I am rendering this PNG with no transparency just fine: http://n4te.com/temp/test.png However if I try to render this PNG (with transparency) with the exact same code, I just get a white box: http://n4te.com/temp/ball.png
I am loading the PNG into a texture like this: Bitmap bitmap = BitmapFactory.decodeStream(input); int[] temp = new int[1]; gl.glGenTextures(1, temp, 0); textureID = temp[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); // GL_LINEAR for quality. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle();
I am using this blending: gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); How is it possible to render a PNG with transparency in OpenGL ES?
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Feb 23, 2010
I'm porting over some software from the iPhone, and the fact that I need to use ByteBuffers for my data structures in order to use OpenGL is killing me. My render loop takes 3ms to actually do the work and render screen, but I do need to perform a ByteBuffer clear / repopulate to update a dynamic texture. The bytebuffer clear, followed by the put() and position(0) to prepare for texture uploading takes about 100ms. This is WAY too slow. Is there a way around using ByteBuffers other than going the NDK route? The texture is 512x256 RGBA. should the ByteBuffer .clear() .put() and .position() be taking 100ms?
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May 10, 2010
glReadPixels is too slow, so I need another way. Without testing object by object, Is there any other way?
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Feb 5, 2010
I'm having problems with gluUnProject. I saw other discussions on this message base regarding this function and they did not solve my problem. When I use GLU.gluUnProject I get values that are close, but not quite right. I'm manually keeping track of my model matrix and I replicate the projection matrix manually. (I have also tried setting the projection matrix to identity and manually incorporating a projection matrix into my model matrix, and I ended up with the same results). I tried using the builtin GLU.gluUnProject function and I also implemented my own based on reading that source and reading the C GLU sources and both seemed to give substantially similar results. So I put together a small demo, trying to keep it as minimal as possible and still get the point across. Either this demo shows a misunderstanding I have of gluUnProject or it shows a bug in the function or opengl projections. Can someone check this over and see if I'm just doing something wrong or if there's a bug that needs to be filed? The files are here: http://www.thenewsh.com/~newsham/unproj/ In particular:
unproj.java - full source to example unproj-debug.apk - resulting apk file unproj - directory with full ant-buildable project unproj.zip - zip of directory
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Aug 26, 2010
I'm making a media player application in android where one part of my screen has a animation which is made in OpenGL (ofcourse with Android/JAVA).....So my screen consists of 2 parts:
1) Left hand side consists of all the widgets (using xml).
2) Right hand side consists of the animation made in OpenGL.
I'm able to make the Gui (xml part) and also the animation (opengl). Can i integrate the GUI made in XML file with the animation (made using GLSurfaceview)?
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