Android :: Opengl ES Tiling Engine - Smooth Scrolling

Jan 31, 2010

Following this : http://stackoverflow.com/questions/2125354/best-approach-for-oldschool-2d-zelda-like-game

I got a simple 2D tiles generator working, im reading an int map[100][100] filled with either 1's or 0's and draw tiles according to their tile id, 0 is water, 1 grass.

Im using some basic Numpad control handler, using a camIncr (32.0f), i set the camera position according to the movement :

CODE:.......

In my draw loop, im just drawing enough tiles to fit on my screen, and track the top left tile using cameraOffsetX and cameraOffsetY (its the camera position / tile size )

Im using a GLU.gluOrtho2D for my projection.

Here is the draw loop inside my custom renderer :

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

my tiledBackground draw function :

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

The waterTile and grassTile .draw function draw a 32x32 textured tile, might post the code if relevant.

Everything is fine, i can move using numpad arrows, and my map 'moves' with me, since im only drawing what i can see, its fast (see http://stackoverflow.com/questions/2129125/android-opengl-es-simple-tile-generator-performance-problem where Aleks pointed me to a simple 'culling' idea)

I would like my engine to 'smooth scroll' now. I've tried tweaking the camIncr variable, the GLU.gluOrtho2D etc, nothing worked.

Android :: Opengl ES tiling engine - smooth scrolling


Android :: Getting Smooth Gallery Scrolling

Sep 17, 2010

I am working on a application, in which I want to show Image gallery containing full screen images. I have put the gallery in the application successfully. But I am failing to apply some properties to the gallery as per the app design demands. I am using android.widget.Gallery library of android. The things I am failing to do are:

1) I wanna scroll the gallery images one at a time, as now its getting scrolled more than one images in one scroll.

2) And on scrolling the gallery, the images coming next from left/ right should move smothly into the screen and should stop at the screen edges. It should not scroll beyong that in one scroll.

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Android :: Examples Of Smooth Scrolling?

Nov 24, 2010

Probably this question is answered. If it is, could you point me in the right direction then.
I would like to add the smooth scrolling functionality into my application.
i.e. I have a huge text and I want to scroll it automatically (like in book readers)
Could anyone offer any examples of smooth scrolling?

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Android :: Animate 2D Game Smooth Without OpenGL?

Sep 14, 2010

im currently playing around with a Game that architecture is basically like the example 2d Games like JetBoy / LunarLander and so on. But as things now running (and animating continuously) they have kind of "hiccups" when the GC is running. I have done all i can to allocate as much Objects in front. There is nearly nothing that is created "new" besindes some Strings that are used to set the Score and so on. (TextView doesn't take int's =( - So do you have similar Problems that the GC is "lagging" your 2s game ? any solutions ?

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Android :: Use Webview As A ListItem And Have Smooth Scrolling?

Feb 15, 2009

I am showing a RSS feed in my application using Webview as ListItem and it works great except that it is very sluggish at times. Since I don't know the size of the content then I can't set the height of each Webview and therefore I have the following code (this is the code for a single ListItem)...

But the "wrap_content" causes the Webview to readjust size when scrolling. The scrollbar-indicator of the listview also has problems knowing the size of the complete list so it changes size when scrolling. All this causes a very "jerky" experience when scrolling.

Is there any better way of doing this?

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Android :: Achieve Ultra Smooth OpenGL/ES Animation

Feb 1, 2010

I am drawing a pretty simple scene, with one large texture the about size of the screen (two triangles). I notice that the frame-rate is irregular: in most of cases, a frame finishes in 17 ms. However, in about 1 of 10 times, the frame finishes in 33ms.

My guess is probably some background services need to run. However, the Linux scheduler is biased towards my FG app, so the BG services are usually starved, until they can't take it anymore and they grab the CPU from my app ....

I am seeing stuttering in the animation. Is this due to the irregular frame rate? Should I delay each frame so that all frames are rendered with 33ms frame time? If so, what's the best technique of achieving this?

Is there an API that I can call to guarantee CPU resources for the render thread .... I really hope Android runs on some sort of real time kernel ...

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Android :: Adding Smooth Scrolling Functionality Into Application?

Nov 23, 2010

I would like to add the smooth scrolling functionality into my application. i.e. I have a huge text and I want to scroll it automatically (like in book readers) Could anyone offer any examples of smooth scrolling?

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Android :: ListView Inside Gallery Makes The Scrolling Not Smooth

Jul 14, 2010

I implemented a gallery, and inside it I have many listviews from left to right. For some reason Gallery works great with all views but not with listview. With listview, when scrolling on the gallery, sometimes I get little jumps.

Some notes: The gallery uses an adapter to find out what to show, and then the listview is created based on the adapter

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Android :: How To Create Tiling Wallpaper Image?

Sep 10, 2010

I have an image of a pattern and I want to create a larger image from this by tilling it so that the user can apply it as a wallpaper. How would I go about doing this?The pattern tile can be of varying dimensions.I also want to be doing this with a color palette so I have 5 different colours and I want to make a wallpaper that consisted of thick stripes of these colors...not too sure how I should be doing this.

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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 :: Smooth Gradient On Different Devices

Jul 26, 2010

In my app i have gradient as drawable which i am using as background and i want it to make it look as smooth as possible. After googling and trying by myself i came up with the following. On nexus one if you call only setDither(true) your gradient is still banding so you have to set PixelFormat like this Window.setFormat(PixelFormat.RGBA_8888). But on the other side G1 does not support RGBA_8888 so calling it make the gradient even uglier than before so Window.setFormat(PixelFormat.RGBA_8888) will not work well on devices that don't support it.What is the correct way smooth my gradient on all devices on which my app will run.

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Android :: Smooth Transition Of Images From One Position To Other

Apr 16, 2009

I am using opengl es for images to translate from one position to other. But, the transition is not going in a smoother manner they are just jumping from one position to other. How can I get smooth transition of images? Rightnow I am using glRotatef() and gltranslatef(). Do I need to add anything extra? Please do respond.

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Android :: How To Do Smooth Transition Between Video Segments

Oct 27, 2010

I am working on an porting an application supporting segmented video streaming to Android. For those who are not familiar with segmented streaming, it is when a complete video is divided into multiple segments. Each segment can then, for example, be encoded at different qualities to support different clients.

Anyway, my problem is that I am not able to get a smooth transition between segments. Currently, the only way I have gotten segmented streaming working, is to write the segments into independent, temporary files, and then load each file into the MediaPlayer once the previous has finished. This causes an interruption in playback between each segment, probably due to the I/O involved.

I have looked around for different solutions, among others, playlists and storing the videos directly in memory. However, none seem to work or be supported by Android. Also, I tried creating two MediaPlayer- objects and do something similar to double-buffering by preparing the next segment well ahead of the previous, but it only made the application unstable.

My question is therefore: Does anyone have any hints, tips or examples for how to do smooth transition between video segments? The segments I am working with are independent, so there is no dependency and they can be viewed as X number of independent video files.

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Android :: What Does 3D Engine Do?

Oct 18, 2010

I'm interested in developing an android application that will display a globe of some sort like Google Earth. I've never used opengl or have any experience with graphic programming so I'm here to learn some basics. Now, I know there are things like the Unity or Ogre that help facilitate graphics but what exactly do I gain from using these engines as opposed to just using opengl api to render graphics? Why do you use engines like Ogre as opposed to straight up opengl?

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Android :: Achieve Smooth - Hw Accelerated - Transitions In Browser

Jul 5, 2010

On iPhone, Mobile Safari is WebKit based and supports hardware-accelerated -webkit-transform CSS properties. To be specific, I use the translate3d() transform.

What alternative is there for the Android browser? I need it to work on Android 1.5.

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Android :: Any Way To Speed Up Drawing To Make Animation Smooth?

Aug 26, 2009

I am creating an app that show some histograms off your traveling speed in different time periods (histogram for the last minute, histogram for the last 2 minutes etc.) I would like to have an animation, and have discovered that drawing everything takes around 300-400ms. Which is to long for making my animation smooth, the animation itself is quite simple (2 lines and 2 dots). What I draw every frame right now is 20 antialised strings, size 14, in average ~5chars 8 of these strings will change every second. 1 of the string will change with the animation (this will become 5 strings if there is time).

The main part of the screen, the one showing the histogram data, consist of a lots of squares which needs to be updated every second. (450 squares). The presentation is split into 5 frames in the same view (has to be same view as arrows in one frame might point into another frame). Invalidating only a part off the screen makes almost no difference (it does becomes a bit faster, but i still execute all my drawing stuff). I have tried to add a flag whether or not the main part is dirty, but if I don't draw it, it is cleared. I might be missing something here. One possibility could be to render all the mostly static stuff to a bitmap, and then simply draw the bitmap. That would mean 10 strings only had to rendered on orientation change.

I think it would make sense since the slowest routine is the one drawing all the text. (the following is a typical timing for the drawing routines, accumulated).
V/HMMULTIBAR( 352): 0 - Drawing time: 0 ms V/HMMULTIBAR( 352): 1 - Drawing time: 53 ms V/HMMULTIBAR( 352): 2 - Drawing time: 62 ms V/HMMULTIBAR( 352): 3 - Drawing time: 85 ms V/HMMULTIBAR( 352): 4 - Drawing time: 280 ms V/HMMULTIBAR( 352): 5 - Drawing time: 303 ms
I would really appreciate comments about whether or not offscreen rendering is the way to go, or if there is a simpler way.

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Android :: Avoiding Garbage Collection For Smooth 2d Animations

Dec 28, 2009

I'm drawing a rect to a surfaceview. Nothing special, just a test like this, in the surfaceview-extended class:

private int mPosX = 0; private Paint mPaint = new Paint(); Code...

the rect just bounces around the screen. I'm watching DDMS, I still see the garbage collector being called, even with this simple draw loop. There is no other application code being executed.

I'm wondering if it's realistic to expect the gc to not be called at all if we take care to not allocate any objects during our draw loops. I'm trying to extend this example to do some smooth animations, but every once in awhile the gc is called and you can see the drawing stutter. Although none of my application code is allocating any new objects, I don't know what the underlying API is doing inside surfaceview etc, and I doubt we can control that. Just wondering if this is not possible, I'd prefer to abandon this game idea up-front if we can't guarantee smooth animation.

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Android :: Authenticating To App Engine

Dec 26, 2009

I've been working for the past couple of days to allow users to login to an android app with their gmail account and pass the authentication token to my app hosted on app engine - so i can download xml from my web services hosted on app engine as if the user logged into the app directly. There is a lot of info on ways to get the google auth code and the auth cookie and then pass the cookie in the header of an http request - but no info out there on doing all of this from android and going as far as to add the cookie to the remaining http requests. So, now that's it's working, i thought i'd compile it all together and post the solution here in my blog - enjoy.

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Android :: Best Game Engine?

Aug 16, 2010

I'm just starting into Android game development, and I'm looking into using an open-source game engine as the foundation of some of my ideas. Does anyone have any favorites? So far, AndEngine looks the most promising...I've also looked at Rokon. Any other notable engines I should be looking at.

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Android :: IntentNotFoundException For TextToSpeech.Engine

May 7, 2010

I am trying to implement text to speech by following this article on the Android Developers Blog. It suggests the following code for installing text to speech data if it is not supported.

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

This throws an Exception:

ActivityNotFoundException: No activity found to handle Intent

However, I am using the code here to determine the the intent is actually supported. Here is the list representation:

[ResolveInfo{43cc5280 com.svox.pico.DownloadVoiceData p=0 o=0 m=0x108000}]

Why doesn't this work?

Update

I don't know why, but it seems to work now.

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Android :: Best Practice For Specifying Pronunciation For TTS Engine?

Aug 16, 2010

In general, I'm very impressed with Android's default text to speech engine (i.e., com.svox.pico). As expected, it mispronounces some words (as do I) and it therefore occasionally needs some pronunciation guidance. So I'm wondering about best practices for phonetically spelling out those words that the pico TTS engine mispronounces. For example, the correct pronunciation of the bird Chachalaca is CHAH-chah-LAH-kah. Here is what the TTS engine produces: mTts.speak("Chachalaca", TextToSpeech.QUEUE_ADD, null); // output: chuh-KAL-uh-KUH mTts.speak("CHAH-chah-LAH-kah", TextToSpeech.QUEUE_ADD, null); // output: CHAH-chah-EL-AY-AYCH-dash-kuh mTts.speak("CHAHchahLAHkah", TextToSpeech.QUEUE_ADD, null); // output: CHA-chah-LAH-ka mTts.speak("CHAH chah LOCKah", TextToSpeech.QUEUE_ADD, null); // output: CHAH-chah-LAH-kah Here are my questions. Is there a standard phonetic spelling recognized by the Android TTS engine? If not, are there some general rules for making custom pronunciation spellings that will make the spellings more likely to be correct in future TTS engines/versions? It appears that the Android TTS engine ignores text case. What is the best way to specify emphasis?

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Android :: Job Search Engine App From LinkUp.com

Jan 18, 2010

LinkUp's "Job Search Engine" application bring the web's highest quality, fastest growing job search engine to your Android. The app allows you to search job listings that are found exclusively on company websites. As a result, the jobs on LinkUp's "Job Search Engine" app and LinkUp.com are always current, often unadvertised, and never fake.

The app features:
Basic & advanced search
Saved search history
Email job alerts
RSS-bookmarking of favorite jobs
Download the application with this QRCode:

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Android :: AccountManager And Google App Engine

Nov 5, 2009

I'm currently working on a project that uses Google App Engine as a server. I see that prior to the Android 2.0 SDK there was no way to directly access a user's Google Account information for the purposes of authentication. Do the new Account Manager APIs now make it possible to automatically log a user into a GAE app? Is anyone else working on something like this? Are there any publicly available examples on how to accomplish this?

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Android :: Gamine Game Engine 0.2

Apr 29, 2010

I've just released version 0.2 of Gamine, an open source 3D game engine for Android devices: This release adds lots of major features, including particle effects, OBJ file import, picking, text rendering, transparent rendering, and more. Although it's still a very early version, I believe it is now complete enough to be used for real games. So give it a try, and I'd really appreciate any feedback about it.

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Android :: Sound Engine Performance

Oct 5, 2009

I am working on an app that uses the SoundPool class to play sounds. Basically every n milliseconds I need to play up to 16 sounds and I need this to be as steady as possible. The best solution I found so far is to use a java.util.Timer and the scheduleAtFixedRate method (setting also a THREAD_PRIORITY_URGENT_AUDIO in the TimerTask run method), the result is pretty good but it is still not perfect and sometimes the executions get slightly delayed. Is there some other way I should try to play sounds _exactly_ every n milliseconds? Different threads, some kind of optimization, stuff like this?

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Android :: Good Chart Engine?

Aug 17, 2009

Can anyone suggest good chart engine for Android?!

I did a small research and found several engines: - Java4Less (http://java4less.com/charts/chart.php?info=android) - Chart4J (http://code.google.com/p/charts4j/) - BlueChart (http://code.google.com/p/bluechart/) is it a port of jFreeChart?! - aChartEngine (http://code.google.com/p/achartengine/) - aiCharts (http://www.artfulbits.com/Android/aiCharts.aspx)

Somebody try them?! Any pros and cons?! Which one is the best for Android?!

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Android :: Connect To Google App Engine

Aug 26, 2010

I have spent two days trying to decide on a way to upload and download data to the Google App Engine. Do I use REST or simple HTTP post/get? Do I use JSON or XML? Do I use java or Python. I am thinking probably use python and probably use REST. But which one out there? There are so many to choose from. None seem to work out-of-the-box, but need faffing around with bits of code from here and bits of code from there. And is not clear at the outset what am taking on or what the limitations are.

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Motorola Droid : Just Not That Smooth

Nov 11, 2009

My girlfriend just got an HTC hero and I got a chance to play with it.

Even though it's specs are obviously less than those of the Droid it worked so much smoother, and I just don't understand why. Does android 2.0 just need to go through some growing pains?

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LG Ally : JIT And Smooth Scroll Fix

Aug 26, 2010

Originally this was posted in the Velocity ROM thread but I'm sure most Ally ROMs will be able to benefit from these fixes:

The following will enable JIT and tweak your windowsmgr to allow for smoother scrolling. Using ADB pull your build.prop:

abd pull /system/build.prop

add this line to the end of the file:
windowsmgr.max_events_per_sec=60

This will enable smoother scrolling.

Next, find the following line to enable jit:
#dalvik.vm.execution-mode=int:jit
and uncomment it by removing the # before it

Save the file and push back to /system/build.prop

reboot and your phone should be a little more responsive

I was having some permission denied errors when pushing the build.prop back via adb, so here's what i did:
(this part is optional, if your phone pushes the build.prop fine, then don't worry about this)

adb shell
su
mount -t refs -o remount,rw /dev/stl5 /system
cd sdcard
busybox cp -R build.prop /system
mount -t rfs -o remount,ro /dev/stl5 /system
sync
reboot

**to those having trouble w/ the busybox command, make sure the build.prop is in the sd card, the sd card is not mounted in the computer, and you are in the adb shell of the phone

also, make sure you are cd into /sdcard/ and can see build.prop in the root of your sdcard with ls then try to

busybox cp -R build.prop /system

alternatively if that doesnt work maybe try adb push build.prop /system/build.prop

Tested on Velocity 0.1.1 but may work with other ROMs.

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