Android :: OpenGL Frame Time Independent Object Move
Jul 5, 2009
i'm doing some experiments with OpenGL using the GLSurfaceView introduced in 1.5 In my Renderer I keep track of the time spent to render the last frame and pass this value to the method that update my model. The goal is to keep objects movements on the screen independent from the rendering time. Now this seems to work perfectly in the emulator, but on the real device is at least 4/5 times slower! Has anyone experienced the same problem? Or, anyone has a clue of what I'm doing wrong? Here's pieces of the code I'm using
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Dec 29, 2009
I'm trying to animate object. I use keyframe animation: I have two vertex buffers (two frames) with vertices of my object - first buffer is for object start state and second for end state. To transform the object I simply use linear interpolation. To make it more clear, please take a look at the code snippet:
CODE:..................
As you can see I actually use one more buffer. vertexBuffer_motion is the one I use to draw my object in intermediate state.
Time for my question. What is the best approach for such keyframe animation on android? Can I somehow avoid (quite time consuming) operations of calculating and copying new state of all vertices to vertexBuffer_motion?
I know I could use VBO but still, I would have to prepare this vertexBuffer_motion and use glBufferData to set data to this VBO (or not?). provide me with some code example showing the best approach for keyframe animation on android?
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Jan 29, 2009
I've been playing with OpenGL but am unable to get a steady framerate due to GC. When rendering 100 tiles each frame (in ortho mode), the GC needs to recover ~22000 objects every 3 seconds or so. Each collection is taking around 110 ms. Of course this means quite a framerate dip.
... D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 114ms ...
The rendering loop I tested with is not making any objects and is very simple;
while (super.running) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); for(x = 0 ; x < 100; x++) { gl.glVertexPointer(2, GL10.GL_FIXED, 0, tileCoords[x]); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, tileTexCoords[x]); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); } egl.eglSwapBuffers(dpy, surface);
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Mar 22, 2010
I have a problem with a suddenly dead(?) OpenGL Thread. After an indeterminate time (30 seconds to a couple of minutes) the onDrawFrame of the Renderer simply doesn't get called anymore. I get no exception, no ForceClose, no ActivityNotResponding, no nothing! I can still open the Menu, have another Handler/Runnable-cycle logging out "Alive", etc Recently I introduced some native stuff (physics-library). But I can verify that there is no native problem, as there is obviously no native crash and after the GLThread died, I can still do like: Log.d("Before native call") nativeCall(); Log.d("After native call") Maybe anyone of you experienced something similar to this?
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Sep 1, 2010
In my android application i would like to use time which do not come from device but a standard time that the user cannot change.
Is there any way to do this.
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Sep 11, 2009
I am making an video application. In the list of the media, I would like to show the video frame as thumbnail to indicate my video.
There is standard method to extract the first frame from the video. However, I would like to let the user to use any frame as the thumbnail. Is there any method such that I can extract a frame by specific time input by user?
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Aug 7, 2009
I have a very simple requirement. I have a View object, lets say an ImageView object. I want to move this ImageView object in a circle.
More specifically, I want to move it along an arc, which is not a complete circle. I found in Android Documentation that comes with SDK that we can create a path from an arc but it does not mention how to use this path to make an animation that goes along that path.
Please note that I dont want to rotate the image. I have to move it in a circular path.
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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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May 16, 2010
Just curious, is there a way (or an app?) that will help me auto delete texts after a certain time frame has passed? I ask this because I have 2 threads that take EXTREMELY long to load due to the large number of texts within each (one has 1,300 texts, the other has 940). It is starting to get annoying having to wait 7-10 seconds for the thread to load. I have actually tried manually scrolling up and deleting the oldest texts but that was just WAYYY too much work and it took probably a good minute just to get to the top.
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Feb 18, 2010
I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
CODE:.....................
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Dec 18, 2009
I would prefer to not have to purchase a Flip Video Recorder to provide me the frame by frame playback needed (coaching girls softball) for instant instruction at practice. Is there an app that provides playback of video at a frame by frame rate?
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Mar 4, 2010
I'm trying to port one of my OpenGL/Glut programs over to Android 1.6. I used GLut extensively due to my classes teaching glut. Is there an alternative to glutTimerFunc or replacement for using glutTimerFunc? Also, any ideas where I can replace glutMainLoop? From looking at a few examples, onDrawFrame what I should be looking at?
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May 19, 2012
I'm trying to build a live wallpaper using frames. I can't find any good tutorials on how to even build a live wallpaper. When I run app from eclipse i get these errors.
[2012-05-19 22:26:32 - LiveWallpaper] No Launcher activity found!
[2012-05-19 22:26:32 - LiveWallpaper] The launch will only sync the application package on the device!
It does install to the emulator. It all seems to work. I go in to the live wallpaper menu, find my live wallpaper in there open it, it loads. but its not moving through the frames. It only shows the last frame. I set it as wallpaper. It also doesn't do anything. Also would like to center the images.
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.service.wallpaper.WallpaperService;
import android.view.SurfaceHolder;
[code]...
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Sep 9, 2009
I want to do some automated testcase with Instrumentation . Suggest that my AUT has 2 Activity. After clicking the button in ther first Activity, the second one will be shown with new content base on what we enter in the first Activity.) Instrumentation provides us the function called startActivitySync() and return the Activity object for processing. My question is how we can get the pointer of the second Activity after the it is shown by clicking the button on the first activity.?
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Jun 8, 2009
I would like to convert a Picture object to Bitmap object in memory, without writing data to disk.
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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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Sep 21, 2009
I have an Activity that running on system. I can get the Intent that is used to start the activity. But i don't know how to get the Activity object from the Intent object or something else. Can anyone tell me how to do this??? Note that, I don't use Instrumentation object.
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Feb 16, 2010
I need to install a program on the Droid. I can get it onto the memory chip. I can't get the droid to find it.
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Jan 21, 2010
I'm using PackageManager.getApplicationLabel(ApplicationInfo) to retrieve application labels. It looks like the label that is returned depends on the Locale set for the phone. For instance with the music app I get "Music" in English, vs. "Musica" if I have my locale set to Spanish. Is there a way to get the default application label (perhaps as defined in strings.xml)? I want to be able to retrieve an application label for each app that is independent of locale.
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Feb 14, 2010
I was just wondering if there was a way to control the volume for each application independently. For example I was using my droid for GPS navigation and music in my car the other day and kept getting shouted at by the navigation since the volume was turned up for the music. Needless to say it gets really annoying fast. This problem stems from the fact that all the apps have their volume control handled by the media volume control.
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Mar 5, 2009
I am working on a screen that needs to look fine at HVGA-L resolution as well as 640x480 resolution. Lets say I have a button that is 200 pixels wide and 50 pixels high on HVGA-L skin. When the same layout xml is shown at 640x480 skin, I want my button size increase proportionately. The hardware the app runs on supports both the resolutions.
None of the units that the android framework provides seems to have this facility. If I use px, then the button size will stay same. dip doesn't matter because it is the same hardware. sp is meant for fonts, not for button width/heights.
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Nov 20, 2010
Cn anyone suggest me how to use device independent pixels(dip),sip and convert px to dip with a sample code..
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Aug 28, 2010
How to create custom view with two independent sections, each slideable? Example would be iPad Zillow -> http://www.zillow.com/ipad/I was wondering if this can also be done on the home screen and not only in new app.
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Oct 19, 2009
I'm interesting in buying a Samsung Galaxy but first I'd like to know if all Android apps are phone model independent? I know that all the cool custom ROM stuff from XDA Devs is HTC only but apps are not? Mostly, I mean Open Home, Unlock 2.0 and Better Keyboard with their skins.
Same question goes about widgets.
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May 7, 2009
I'm in a situation where I have to share some resources (i.e. images) between several of my apps and I'd like to know if there's a standardized and convenient way to do this besides the system-wide Media Store. The reason I don't want to use the MediaStore is that the resources are rather low-level (e.g. icons) and thus the user wouldn't be interested in them cluttering the MediaStore.
As I see it there are three ways to share the resources:
1) Store them in the global MediaStore. 2) Put them on the SD card. 3) Implement a custom ContentProvider for this kind of shared resources.
I like how a custom ContentProvider would encapsulate the way the data is stored, but it seems to be a bit of unnecessary overhead to achieve this. Writing to the SD card is convenient, but rather low-level. Are there any other options suited for this problem?
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Oct 29, 2010
Could it be possible to make each screen have a different wallpaper while scrolling? I mean, taking as an example a case with three screens, it will be necessary to set a x3 screen width wallpaper to fit 1/3 on each screen, or directly setting different images for each screen. so the scrolling make it visually a different wallpaper on each screen rather than sliding the wallpaper a 50% each side.
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Aug 13, 2009
in xml file we can define measuring units along with the values. If I want to set some property through code it only takes "int" value. What is the default unit for this int? px(pixels) or dp(density independent pixels) ?
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Jun 3, 2010
The android docs say that it adds the runnable to the queue and it runs in the UI thread. What does this mean? So, for example, the same thread I use to create my layout is used to run the Runnable? What if I want it as an independent thread that executes while I am creating my layout and defining my activity?
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Nov 10, 2010
Can I use DrawBitmap with display independent pixels on android?
If not, is there a suitable alternative?
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