Android :: Render OpenGL To Regular View - Not GLSurfaceView

Aug 19, 2009

I've noticed that OpenGLContext is removed from 1.5. Everybody says that GLSurfaceView should be used instead. Does this mean that there is no way to render OpenGL graphics into a regular View?

Android :: Render OpenGL to regular View - not GLSurfaceView


Android :: Opengl Es Testbed App Not Render Anything Besides A Red Screen

Apr 7, 2010

For some reason my code here (this is the entire thing) doesnt actually render anything besides a red screen..

can anyone tell me why?

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

View 2 Replies View Related

Android :: Render String To Texture And OpenGL ES

Apr 8, 2010

I've googled around everywhere, but cannot find much for rendering strings to textures and then displaying that texture on a quad on the screen. Can someone provide a run-down on the process or provide good resources that describe how? Is rendering strings to textures even the best method for displaying text in an Android OpenGL ES app?

Okay, so LabelMaker interferes with alpha blending, the texture (created from a PNG with a transparent background) now has a solid black background, rather than a transparent background. If I comment out all the LabelMaker-related code, it works fine.

UPDATE:
Nevermind. I took a look at the code to find that LabelMaker was disabling blending after drawing the labels.

View 1 Replies View Related

Android :: OpenGL Doesn't Render On Droid - Milestone

Jun 29, 2010

I'm writing a game engine.

I have a little example (see http://qrcode.kaywa.com/img.php?s=8&d=http://rokonandroid.com/rd.apk), that seems to work fine on every device except Droid / Milestone.

It displays a blue screen (due to glClearColor being set to blue), and nothing more.

I have tried with/without textures, and with/without VBOs. Yet still all blue screens on Droid.

What is unique about Droid and how it handles OpenGL, and why is it doing this?

View 1 Replies View Related

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?

View 3 Replies View Related

Android :: OpenGL ES Works Fine On Emulator But On HTC Hero 1.5 It Does Not Render Vertices

Nov 8, 2009

Running into REALLY interesting problems with OpenGL ES. Basically when I start my program in 1.5 or 1.6 emulator, it works just fine but on HTC Hero 1.5 it does not. The problem is that the vertices are not being rendered but the gl.glClear() command is working just fine. I followed in with the debugger and it does go into the rendering function and such but still not rendering the vertices...

Here is the code in PasteBin (easier to read: http://pastebin.com/m706686e6 )

And here is the same thing pasted here:

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

Also I got my projection set in 2D ortho projection to match screen coordinates so that's why scale to 50,50 to actually make a bit bigger. I've tried using glDrawElements and glDrawArrays and nothing on the actual phone but works perfectly fine on the actual emulator. Any ideas where I might be going wrong? Why is the actual phone not rendering the vertices like the emulator is?

View 7 Replies View Related

Android :: Basic OpenGL ES Texture / Way To Render Simple Textured Quad?

Jun 29, 2010

I'm having great difficulty getting basic textures to work in an OpenGL ES app on my Droid (2.1-update1). I trying to render a simple textured quad - four vertices, two faces, with normals and texture coords. When rendered, the texture is garbled and full of static, similar to TV noise. Here's a pic showing the original texture map image, and then a screencap from my droid of the rendered textured quad. The basic colors are there, but obviously the texture isn't being read or applied correctly.

View 1 Replies View Related

Android : Use OpenGL To Make Bitmap Without GLSurfaceView?

May 2, 2010

I would like to be able to use OpenGL in the Android to render into a bitmap (or any other sort of buffer I can turn into one), without actually displaying a GLSurfaceView.

The purpose is to dynamically create very complex images using OpenGL, and then drawing those images on the canvas of a MapView.

I have tried overlaying a translucent GLSurfaceView over a MapView, my preferred approach, but it has some problems:

1) I have complex menus I need to display from either the MapView or the GLSurfaceView. I have been doing this using a ListView with its own activity. Unfortunately, that activity pushes the MapView down the stack. The result is a bit of flickering when the ListView activity finishes, popping the MapView back to the top. Even worse, if I use the ListView to overlay the GLSurfaceView (giving it the same complex menu capabilities), when it finishes, the GLSurfaceView reappears but the MapView doesn't display.

2)As soon as the GLSurfaceView is created, the MapView stops fetching and rendering tiles. There seems to be no way to know when the MapView is complete, so I have to delay an arbitrary interval before creating the surfaceview.

3) When the GLSurfaceView is present, the MapView's built-in user interface functions are obscured.

Anyone know if there is a way around any of these problems?

View 4 Replies View Related

Android : OpenGL App - Created Rendering Class Which Implements GLSurfaceView.Renderer

Jul 16, 2009

I've created a simple OpenGL app and created a rendering class which implements GLSurfaceView.Renderer. All it does is draw 100 triangles (NUM_OBJECTS = 100) on the screen and move them about, bouncing off the edges. The projection is glOrtho2D and there is no z-buffer. I'm running this on a G1 with continuous redraw enabled.

Here is the onDrawFrame method:

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

View 23 Replies View Related

Android :: Ensure Only One View.Re­nderer?instance Of GLSurfaceView / GLSurface

Aug 22, 2009

i am using android.opengl.GLSurfaceView in my game, which is working well expect under one condition: Starting the game a second time after leaving it by pushing the home button, causes the game to flicker, because the rendering thread from the previous instance is still running and firing OpenGL commands. Now the question is, how can i ensure that only one instance of GLSurfaceView/GLSurfaceView.Renderer gets created?

To solve/workaround the problem i've tried to set the following properties in the manifest file to to ensure the activity gets shut down if it gets inactive.

android:configChanges="keyboardHidden|orientation"
android:launchMode="singleTask"
android:multiprocess="false"
android:noHistory="true">

But without success, the activity/rendering thread still keeps running. Do you know of any certain way to exit the rendering thread/free GLSurfaceView?

View 3 Replies View Related

Android :: What ListActivity / ListView Provide Beyond A Regular Activity / View?

Aug 7, 2010

In Android, what functionality do ListActivity and ListView provide beyond a regular Activity and View?

View 2 Replies View Related

Android :: Setup OpenGL View Inside A Layout?

Nov 8, 2010

How do I set up an xml layout where an OpenGL view is part of it? As I do now is set the OpenGL view as the only view with setContentView(). But I would like to create an xml layout that includes the OpenGL view. Lets say I want to have the OpenGL view mainly and a small TextView at the bottom.

Is this even possible? Or can an OpenGL view only be the one and only view?

View 1 Replies View Related

Android :: Screen Is Dark Momentarily When Launching OpenGL View

Nov 2, 2009

Dear all, I want to implement the transition effect ( transparent with Z axis ) when user slip the android home to change home page. therefore, I plan to launch the new activity that is implemented by OpenGL ES to perform this effect. However, i encounter a problem that the screen/display is dark momentarily when launching the OpenGL ES activity.

View 3 Replies View Related

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 ?

View 8 Replies View Related

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?

View 3 Replies View Related

Android :: Cannot Render Large Triangles

Jun 17, 2010

I cannot render a large triangle on android,what I can see is a rectangle,just like the triangle drops a corner This is my vertex array: [-8240, -3540, 10120, -8240, -3540, -3800, -8240, 10582, 10120] and this is my code: gl.glVertexPointer(va.getComponentCount(), gl.GL_SHORT, 6, vertices); gl.glDrawArrays gl.GL_TRIANGLES, 0, 3);

View 2 Replies View Related

Android :: Images Render Very Differently

Jun 1, 2009

I am using OpenGL ES and drawing a triangle strip with 4 vertices. The texture I'm drawing was loaded from a PNG using BitmapFactory.decodeStream. I'm confused as to why my images look so bad. I took a screenshot and made the following image, which shows the on-device rendering on top and the actual image on bottom:

http://n4te.com/temp/imgDiff.png

Any idea why there is a difference? I have tried a bunch of different settings but I can't keep it from looking bad.

View 2 Replies View Related

Android :: Render Text In C (droid)?

Aug 9, 2010

I am developing a program drawing text on screen using android NDK in C native code. Could you please tell me how do I render the text?

View 4 Replies View Related

Android :: Can Phone Render Hebrew Script?

Sep 9, 2009

Great potential development opportunity.

View 2 Replies View Related

Android :: Widget Does Not Render On Wvga854 / Wqay To Fix?

Dec 28, 2009

I've written a simple widget application based on the wikitionary code. When run on an wvga854 emulator, the widget view does *not* update after a call to...

View 6 Replies View Related

Android :: Render Two Images In ImageView In Droid?

Aug 25, 2009

I am trying to write an application, that would allow me to render multiple images onto an ImageView in Android. I can find the method to populate it with a sigle bitmap. But, there seems to be no way of getting two images to render in ImageView (Each occuping half the render space). Any help would be really appreciative.

View 2 Replies View Related

Android : Render An Activity To Image File?

Oct 30, 2010

I know you can't take a screenshot without having root access, but is there a way to render an activity and all the contents to an image file?

anyone have code to do this? it would be nice to have any dialogs, menus, etc... as well, but not required.

View 4 Replies View Related

Android :: How To Render Full Resolution Image With WebView?

Jun 23, 2010

I want to use a WebView to enable dynamic loading of ads in my app. I'm currently running on a HDPI device, and images width a width of 480px are clipped/scrolled. If I use images with a size of 320px, they are zoomed in and rendered at too low a resolution.The content of the loaded WebView url is a simple web page with just an image tag wrapped in a link, as well a simple head. I've tried playing with the viewport meta-tag, but without any luck.

View 2 Replies View Related

Android :: How Can I Make Browser Render My Document At Screen's Size?

Aug 8, 2010

I'm working on a site that's supposed to scale fluently down to low resolutions, so that it would work just as well on a phone. This works well in Firefox and Chrome when I just make the window small, but when I try it out on an actual Android phone (Nexus One running Android 2.2), it renders it super-huge! (Using JS's window.innerWidth and window.innerHeight properties, it seems the viewport resolution it reports is 800x1271!.Is there a way to render the page at actual-size in the browser window so I can have my full design show up on the phone? User-agent sniffing is allowed, JS is allowed but discouraged.

View 2 Replies View Related

Android :: Droid WebView Can Render HTML Going Forward But Not Backward

Apr 21, 2010

I'm using a WebViewClient that overrides shouldOverrideUrlLoading so the browsing stays inside the WebView. I initially call loadDataWithBaseURL with some HTML I have in memory, which has links in it. When I click the links, they load correctly in the webView. Everything is good up till now, but when I press back, effectively calling webView.goBack(), the webView loads the failUrl I passed to loadDataWithBaseURL. Why does it work going forward, but not going backward?

View 1 Replies View Related

Android :: Video Render Application Using Native SurfaceFlinger APIs

Jul 2, 2010

I am facing in Android display system(Video Rendering using Surface Flinger Native APIs).

As for my understanding, Android display system relies on Surfaceflinger library( a system wide screen composer). Surfaceflinger runs as a service along with Mediaserver service, Camera service, Audioflinger and these services interact with each other through Binder APIs at native level. If any user application wants to access SurfaceFlinger native APIs, it requires Surfaceflinger Access permissions.

My requirement is that I want to create a SurfaceView at the JAVA level (Android Application level) and render video data to that Surface, means, pass video data to the Surface flinger library by invoking native Surface Flinger APIs. But, because of Permission Problems, I am not able to invoke Native Surface Flinger APIs from Application Layer.

Is there any ways to invoke Surface Flinger Native APIs from Application Level ?

View 2 Replies View Related

Android :: Why Disable Virus Scan When Installing Sdk - Won't It Render The Computer Vulnerable During That Window?

Aug 18, 2010

"Important: Before you install SDK components, we recommend that you disable any antivirus programs that may be running on your computer"

Just wondered why and whether it will render the computer vulnerable during that window...

View 2 Replies View Related

Android :: Can't Find The GLSurfaceView?

Jun 12, 2009

i want to start programming in OpenGL on Android, but Eclipse can't find the GLSurfaceView. I'm using the 1.5 SDK. Do I have to set specific entries in the build path?

View 2 Replies View Related

Android :: GLSurfaceView And Key Presses

Nov 30, 2009

Following the samples and examples, I've successfully been able to load a model on screen and rotate it with the DPAD keys and overriding the onKeyDown method of the GLSurfaceView. Trying to use a letter though, causes a small box to appear at the bottom accepting the text that is being typed. What I'm not entirely clear on, is since I don't have a listener defined in the main Activity, why those key letter key presses are being intercepted by some other inherent listener(?). I setup an OnKeyListener for the view to call my own method and that does work... but I'm wondering if there is perhaps a better way to handle it.

View 3 Replies View Related

Android :: Set EglSwapInterval When Using GLSurfaceView?

Sep 3, 2010

I am a lazybones using GLSurfaceView and loving it. But now that my code is running too darn fast (heh), I would like to slow it down via setting eglSwapInterval to 2 or something. Just to be nice to the battery. But, being a lazybones, I can find no way of doing this when using GLSurfaceView. (and hacking an early return from onDrawFrame() was very unsatisfying).

View 2 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved