Android :: Render Text In C (droid)?
Aug 9, 2010I 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?

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?
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 RelatedI'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?
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 RelatedI 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 RelatedI 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.
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:.................
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.
Great potential development opportunity.
View 2 Replies View RelatedI'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 RelatedI 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.
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 RelatedI'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?
View 4 Replies View RelatedQuestion 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?
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 RelatedI 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 ?
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?
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"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...
Is it just me, or does the Epic not render the phone keypad in landscape? i.e. the keypad disappears when you rotate the phone screen from portrait to landscape. I'm using Launcher Pro. Don't know if that has anything to do with it.
View 2 Replies View RelatedI need to render an animation/video form after effects that will run on an Android phone, does anyone know what the best export settings are?
View 1 Replies View RelatedAnybody knows how to write upside down text of edit text in Android.
View 1 Replies View Relatedwhy are my google voice text going against my regular text charges !
View 3 Replies View RelatedI somehow activated the text to speech for incoming calls and text messages. (Says the name of contact calling/texting).How do I shut this off? I've spent days trying to figure it out with no luck.
View 5 Replies View RelatedOcassionaly, when responding to a text, the area you type in for me that says "Tap to compose" is greyed out and when I type, nothing happens. Usually requires a reboot. Anyone have any idea why it would be doing this or how to fix it? I love my phone, but the reboots take forever.
View 2 Replies View RelatedYou know how when you type something incorrectly it corrects it to the most likely word? Well, in a few cases I have saved words on accident, like I saved the word "tou" once by accident. So now every time I type that it stays at that and doesn't auto correct to "you." How can I go into my saved words or even predictive text menu and edit words?
View 6 Replies View RelatedI have a problem as follows:
In my project i am having rich text editor options to apply for the edit text view. In that i applied font color,font names,font size options for user.But these options will apply for whole text available in edit text. But my problem is i want to apply user selected settings (like font color,size,font) for user selected text instead of Whole text. i want to apply the user selected font/color/size to the user selected text.How?
How to implement this .
Sometimes when I receive messages it makes the notification sound and will show message in notification bar but the text of the message will not appear in the text thread. Used to happen every once in a while, now doing it multiple times a day. I use Handcent but I doubt that is the problem because the messages dont show up in the regular messaging either. Just want to see if i am alone with this problem.
View 8 Replies View RelatedHow do you get the text of a TextView to be Justified (with text flush on the left- and right- hand sides)?
I found a possible solution here, but it does not work (even if you change vertical-center to center_vertical, etc).
When I try sending a text to an email via handcent, it doesn't show to text.My mom sends me texts via email when shes at work and I'm not able to respond unless I use the native android text app.Does anyone know how to fix this problem, or is this just not possible with handcent?
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