Android :: OpenGL Depth Buffer - Cant Get To Work

Apr 29, 2010

I'm currently learning OpenGL ES programming on Android (2.1). I started with the obligatory rotating cube. It's rotating fine but I can't get the depth buffer to work. The polygons are always displayed in the order the GL commands render them. I do this during initialization of GL:

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

On surface-change I do this:

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

When I enable backface culling then everything looks correct. But backface culling is only a speed-optimization so it should also work with only the depth buffer or not? So what is missing here?

Android :: OpenGL depth buffer - cant get to work


Android :: Getting OpenGL-ES Stencil Buffer Working

Jun 29, 2010

With the stencil buffer in opengl-es for Android, I'm simply trying to mask out drawing part of the screen. I think I have it set up right, but it is not masking out the non-stenciled parts. Below is an extraction of code for what I'm doing.

CODE:......

I have confirmed this draws to the correct location by allowing colour to show. Trust that this draws the mask to the correct location.

CODE:.......

Draw everything. Only items inside the masked area should be drawn. But everything is drawn with this code...

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

Anyone spot anything wrong with this? What it does basically is draw a box for say, half the screen (this works if I had colour enabled) which is setting the stencil buffer to 1 for that area. And at the end I draw to the whole screen. I want it to draw to the top half only, but it draws everything.

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Android : Opengl Direct/NonDirect Buffer

Aug 4, 2010

Been getting a headache with some 2d Opengl coordinates and putting them in a direct buffer.

I have a basic square defined as such

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

This runs, no segfault or anything, and when I iterate through the buffer the size and values seem exactly the same (8 elements, ordered just as the array). What happens though is that my draw() function draws nothing, it works one way, but doesn't work the other way. I use Direct Buffers in a lot of my other geometry. I have to get direct buffers working or I know that my software might not be reliable.

CODE:.........

My Drawing function is as follows.

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

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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 ES - Color Picking - Front/Back Buffer

Sep 2, 2010

I have a 3D game and I am using color-picking to know which object was selected.

When the user touches the screen, I draw each object with a different color. Then I read the color where the user touched the screen to know which object was selected. After that I draw each object with their respective textures/colors. (everything done during one onDrawFrame pass)

The problem is that sometimes the colored objects appear on the screen (~5% of the times the user touches the screen) and it is even worse on slower hardwares.

This is my pseudo code:

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

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Android :: OpenGL Coding - Emulator Doesn't Work

May 26, 2009

After spending the better half of this day getting my HTC Magic to work in developer mode, I've now found that some of my frist openGL coding attempts that appeared to work fine in the emulator doesn't work as expected on the device. I've narrowed this down to glColorf(r, g, b, a) not working as expected on the device itself. The provided OpenGL samples do work though. So for example, after modifying Cube.java from the samples to the below code I find that I get the expected grey square on the emulator but a blank white screen (background fill colour) on the device.

class Cube { public Cube() { int one = 0x10000; int vertices[] = { -one, -one, -one, one, one, -one, one, one, };
// Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); }
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(2, gl.GL_FIXED, 0, mVertexBuffer); gl.glColor4f(0.5f, 0.5f, 0.5f, 0.5f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); }
private IntBuffer mVertexBuffer;

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Android :: In Depth Comparison Of UI's

Sep 22, 2010

I run a small blogging site named Hot Off The Tech, You can check out the blog in my signature.

I recently wrote up a comparison on the various Android UI's. What Is The Best Android UI?

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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 :: Group Apps To Get More In Depth Understanding

Oct 6, 2010

I am a beginner in writing Android apps and would like to be a part of the group to get a more in depth understanding.

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Android :: Maximum Depth Of Activity Stack

Aug 20, 2009

Is it necessary to limit how deep the activity stack can become within an application?I'm implementing a browser-type app. Every time the user clicks a link, I could launch a new PageView activity, but then the activity stack might become very deep. Alternatively I could have a single PageView activity that changes its content when a link is clicked, maintains an internal history and overrides the BACK button.Is there anything performance-wise to choose between these two designs? Is it OK to let the activity stack become arbitrarily deep?

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Android :: Enable 24bit Color Depth In The Emulator

Jul 6, 2009

Currently, I am targetting the emulator to make Android application which is targetted for an Android device which includes 5" 24bit display. Only currently android emulator (or android in general) only appears to support 16bit. Meaning we are experiencing dithering issues why it isn't really necessary. Now my question can I somehow recompile Android 1.5 emulator image so it's using 24bit instead?

Or is this impossible without a lot of changes? Currently, I am predithering the images but no fun ;)

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Android :: Could Play RGB 24-bit Color Depth Format Video

May 19, 2009

Dear Sir, As I know, Android only supports RGB 16-bit color depth format. Could Android play 24-bit color RGB format video and REALLY see 24-bit color now? If it is not, will it be supported by Android Donut in the future?

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HTC Desire :: Color Depth Very Poor - Only Has 256 Colours

Jul 4, 2010

I just received my HTC Desire on Orange, rooted and de-branded it. Works fine now, I'm on SW version 1.15 as otherwise, I get issues on Orange.

However, the color depth on my device is very poor, it looks like it only has 256 colours if that makes any sense? A bit like on the old PCs when you rebooted and your display graphics drivers weren't properly installed.

Is there any way I can reinstall display drivers on Android? I hope this isn't a hardware issue.

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Motorola Droid :: Where To Find More In-depth Instructions?

Dec 29, 2009

My name is Moondog and "I'm a tehno-phobic Moto Droid newbie"..Although the Droid is pretty easy on the basic stuff, I am sure that there is lots more I could do with the phone.I've read the online manual, but it doesn't get into much detail.Does anybody know where I could find more in-depth instructions?

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Android :: Screen Color Depth Supported By Android 1.5/Galaxy

Aug 18, 2009

About the color depth on the Samsung Galaxy.

While it is advertised as having a 16 Million color display (24bpp) it is only running at 16bpp: $ cat /sys/devices/virtual/graphics/fb0/bits_per_pixel 16

Some say that it is a restriction of Android 1.5 itself which was only capable of supporting up to 16bpp screens. Android would be down sampling to 16bpp whatever the screen supports.

I've searched the available documentation over and over and can't find anything like that.

As I see it Android 1.5 would indeed be capable of displaying 24bpp images properly given that the screen is capable of and configured to do so.

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Android :: Data Buffer Pass By Jni

Aug 4, 2009

Have some tryed to pas databuffer on android by jni?

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Android :: System Log Buffer Size

Feb 11, 2009

I have the following problem: I'd like to see the system log of two days ago and I cannot. I see only 3 last hours. How can I configure the system log size, location, severity?

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Android :: Alpha Buffer Support On G1

Mar 21, 2009

Is it possible to generate an EGL Config with an alpha buffer on the G1? When I request a non-zero number of bits for the alpha buffer I can get a R5G5B5A1 or R8G8B8A8 visual, but neither of them renders correctly to the screen. I assume that's because the G1 only supports R5G6B5 visuals. It does surprise me that I can even get those visuals though. It's fairly obvious looking at the 32bpp visual artifacts that the frame buffer is indeed laid out with 32bpp, but display hardware is treating it as 16bpp, resulting in the left and right halves of my scene rendering in alternate scan lines, with distorted colors. So does anyone know if there is any way to get an alpha buffer on the G1? I've tried using FBO's but they don't seem to be implemented either. Or I'm using them incorrectly. If I call glGenFrameBuffersOES on a GL11ExtensionPack reference I get an UnsupportedOperationException. I am getting my GL11ExtensionPack reference by casting the return value from my EGLContext.getGL() call.

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Android :: Alpha Buffer Support

May 24, 2009

Since Google groups doesn't let you add posts to threads more than 60 days old, and I want to leave a solution to the problem I encountered a while back, I'm posting this message with the same title in hopes that anyone running into the problem I had will find this message as well. I was having trouble getting my G1 to render an RGBA_8888 OpenGL context to the screen. Everything was twice the size it should be because the 8888 pixels were being interpreted as two 565 pixels. The colors were obviously wrong as well. I had missed a critical function call. You must configure the Surface that is being used by EGL using the SurfaceHolder method setFormat. The pixel format needs to be TRANSLUCENT, or more specifically you can use RGBA_8888.

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Android :: How To Empty The Logcat Buffer

Jul 23, 2010

How can I empty the logcat buffer in Android? I use adb logcat from command line and pipe the output to a file, since the DDMS has a very limited buffer. At the moment, when I restart my app (after fixing bugs etc) the logcat buffer has data from the previous launch as well. Even uninstalling the app does not clear the buffer. The only way I've found so far to clear the buffer, is reboot. This is effective, but would like to know if there's an easier way.

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Android : Why Does Internet Radio Always Buffer

Oct 5, 2010

I like to listen to internet radio stations due to the variety of music i can listen to and also due to the lack of full Flash support yet for 2.1

my 3G & HSDPA signal is excellent almost anywhere....at home, at work and on the road and out and about. i'm with T-mobile (UK) for the past 5 years and i'm very happy with their service. and the signal.

but sometimes the internet radio still buffers sometimes even with an almost excellent signal. why is this? any explanation?

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Android :: How To Capture Audio Data From Mic Into A Buffer?

Sep 24, 2009

I am working on a packet switched network. I want to capture the audio data from mic into a buffer at a desired sample rate.How can I capture the audio data from mic into a buffer instead of a file? Also how can I control the audio capture rate as per the desired sample rate?

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Android :: Better (Video Buffer) YouTube Application?

Oct 19, 2010

I've pretty much fed up with the stock Youtube app on my Moto Droid, and was wondering if there are any alternate apps or fixes out there. Between it flipping a nut if I try to seek further into the video and the fact that it won't allow me to buffer the video at all is what tweaks me the most. Whats the point of trying to watch anything over 3G if I'm only gunna get 3 seconds of video followed by 3 seconds of buffering through the whole thing?

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Android :: Any Way To Change LogCat Buffer Size?

Jan 30, 2010

Is there a way to change how big the logcat buffer is? or how much is buffered back? Especially when using DDMS.

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Android :: Buffer Size For Audio Track

Jun 17, 2009

This may be impossible but is there any way that I can get a smaller buffer size for AudioTrack than what is provided by getMinBufferSize method?

This is how I am instantiating AudioTrack right now: SR = 44100; bufSize = AudioTrack.getMinBufferSize(SR, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT); audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, SR, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT, bufSize, AudioTrack.MODE_STREAM);

With sample rate of 44100, getMinBufferSize always returns 4800. If I try to make the buffer size smaller than 4800 then I get the following error message: E/AudioTrack( 318): Invalid buffer size: minFrameCount 1200, frameCount 600 E/AudioTrack-JNI( 318): Error initializing AudioTrack E/AudioTrack-Java( 318): [ android.media.AudioTrack ] Error code -20 when initializing AudioTrack. D/AndroidRuntime( 318): Shutting down VM W/dalvikvm( 318): threadid=3: thread exiting with uncaught exception (group=0x4000fe70) E/AndroidRuntime( 318): Uncaught handler: thread main exiting due to uncaught exception I/CheckinService( 59): From server: Intent { action=android.server.checkin.FOTA_CANCEL } E/AndroidRuntime( 318): java.lang.RuntimeException: Unable to start activity Does anyone has any ideas how to over come this problem?

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Android :: Using Cache Or SDcard As Temporary Buffer

Nov 19, 2010

I'm currently trying to create a buffer for my application which needs to be big!I mean at least 1MB but most likely to be 4MB.Now definitely bad idea to actually allocate this much on a byte array in memory.So the options are put all the data in a file. So question is where do I place this temp file?

Option 1: Store to sdcard. Might be slow and not such a good idea for continuous read/writes?

Option 2: Store to in the apps cache.I read somewhere this is fast for read/ writes. But also read before issues cleaning up the cache after use? I guess I should as if I be able to create a file in cache and discard it when I don't need it? Any tips/look outs from using this methods would be greatly appreciated!

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Android :: Display APIs - Buffer On Screen?

Nov 3, 2009

How can we display a buffer on screen?

Currently I create a bitmap using Bitmap's CreateBitmap() and render it on screen using canvas' drawBitmap().

Is there any other way of doing this in Java layer?

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Android :: Read The Current Frame Buffer?

Nov 16, 2010

Is there a method to read the frame buffer of the current screen? I searched some data about the frame buffer. Some one used the glReadPixels method, but the information was not enough. Does anyone know how to read the current frame buffer in detail?

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Android :: How To Read The Current Frame Buffer

Nov 16, 2010

Is there a method to read the frame buffer of the current screen? I searched some data about the frame buffer. Some one used the glReadPixels method, but the information was not enough. Does anyone know how to read the current frame buffer in detail?

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