Android :: Rendering Scaled Bitmap With High Fps

Apr 15, 2010

I'm in the following situation: I have a large bitmap (~1280x1024) that I'd like to display on screen, scaled down in a view that fits the phone's screen (~480x320). This bitmap is frequently updated (couple of tiles per frame at 15 FPS). I first wanted to implement the rendering with a SurfaceView but figured out that all the scaling would be done in software due to limitations in the Android SDK. The second solution would be to load and render textures in an OpenGL context. Would that accelerate the resizing? If yes, isn't the cost of loading textures going to offset what I'll win on the scaling side?

Android :: Rendering scaled bitmap with high fps


Android :: Alternatives To Create Scaled Bitmap When Adding 3D

Dec 4, 2009

I have a problem - I am writing an application that displays up to 12 images on screen, and moves them around, plus reads touch events. I am using a sample code I found, and it works great. Now I need adding 3D - meaning emulating the objects moving in the Z axis, too (in/out of screen). To do this, I need to resize the images as they move. To test this, I changed the following line in my onDraw (Panel) code: canvas.drawBitmap(bitmap, coords.getX(), coords.getY(), null); to: Bitmap bmpScaled = Bitmap.createScaledBitmap(bitmap, 112, 112, false); canvas.drawBitmap(bmpScaled, coords.getX(), coords.getY(), null); Which works, BUT - movement on screen, plus response to touch events becomes real Jiggly. Checking the log I see that every call to createScaledBitmap causes garbage collection of around 90mS, which causes the total app to respond jiggly. Tried preparing 20 sized bitmaps beforehand, but since that moves the calls to those createScaledBitmap to the beginning of the app - it takes forever to load. Can you think of any workaround or other way to achieve the scaling effect?

View 3 Replies View Related

Android :: Resize Large Bitmap File To Scaled Output File

Jul 26, 2010

I have a large bitmap (say 3888x2592) in a file. Now, I want to resize that bitmap to 800x533 and save it to another file.I normally would scale the bitmap by calling Bitmap.createBitmap method but it needs a source bitmap as the first argument, which I can't provide because loading the original image into a Bitmap object would of course exceed the memory (see here, for example).Is there a way to read a large image file with 10MP or more and save it to a new image file, resized to a specific new width and height, without getting an OutOfMemory exception?I also tried BitmapFactory.decodeFile(file, options) and setting the Options.outHeight and Options.outWidth values manually to 800 and 533, but it doesn't work that way.

View 4 Replies View Related

Android :: Bitmap Image From File Does Not Scale On High Density Device / Display It?

Sep 24, 2010

I have problem with displaying bitmap image on imageview on high density screen (480x800). When the bitmap image loaded from file on sdcard, the image does not scale to fit hdpi screen. On medium density screen it works normal (320x480).code...

View 1 Replies View Related

Android : Way To Prevent Image From Being Scaled In ImageView?

Mar 9, 2010

How can I prevent my bitmap from being scaled automatically in an ImageView or ImageButton if the view or button is stretched using "fill_parent" or using "weight"? This will be useful, for example, to create a 4-button toolbar at the top of the screen where the buttons are equally spaced, but the images inside the buttons keep getting stretched even if I use scaleType="center", which should prevent scaling according to the doc, but it doesn't.

View 2 Replies View Related

Android :: Uploaded Screenshots Scaled / Cropped By Market

Aug 13, 2010

Thought I'd inquire here where perhaps some other dev is having similar problems currently. I've done this before (months ago) and as far as I can tell, I'm doing it the same way. My 480x854 24-bit PNG screenshots are being scaled/cropped by Market. Same with 480x854 jpgs. It looks like they're being cropped to 480x800 but of course, Market won't let me upload an image with those dimensions. Windows explorer confirms that my PNG file is of the proscribed size and bit depth.

The app is Metronome++ if you want to see what the problem looks like on Market. Do I really need to work around this by providing screenshots with margins? As 480x854 is a standard screen size, I am assuming the intent is for the screenshot to go edge to edge in both horizontal and vertical directions. Perhaps mistakenly.

View 4 Replies View Related

Android :: Images From Drawable Folder Loading Scaled

Oct 18, 2010

I recently rebuilt my project to target 2.2 from 2.1. In the old project, I did not specify a target SDK (the manifest did not contain something like:
<uses-sdk android:minSdkVersion="8" />).
This gave me an error in the console when running, but everything worked fine so I didn't fool with it.

The new project now uses <uses-sdk android:minSdkVersion="8" /> in the manifest. But now my drawables from the /drawable-nodpi/ folder are loading with scaling, making them much smaller and significantly changing the desired visuals. If I cut out the <uses-sdk android:minSdkVersion="8" /> tag from my manifest, they load properly without scaling.

Even when loading my images like so:
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false; Bitmap bm = BitmapFactory.decodeResource(_resources, resId, opts);
They are still scaled when I declare the minimum SDK in the manifest, but not scaled if I remove that tag. How can I load them without scaling while still declaring the minimum SDK?

View 4 Replies View Related

Android : Crop Bitmap Without Reading Entire Bitmap / Cannot Read Image Into Memory

Jul 21, 2010

I have a very large image and I only want to display a section the size of the display (no scaling), and the section should just be the center of the image. Because the image is very large I cannot read the entire image into memory and then crop it. This is what I have so far but it will give OutOfMemory for large images. Also I don't think inSampleSize applies because I want to crop the image, not lower the resolution.

Uri data = getIntent().getData();
Input Stream is = getContentResolver().openInputStream(data);
Bitmap bitmap = BitmapFactory.decodeStream(is, null, null);

Any help would be great?

View 3 Replies View Related

Android :: Create Mutable Bitmap From Camera - Draw Another Bitmap On Top - And Save It

Apr 2, 2009

I am 1) taking a picture and 2) then draw another Bitmap on top of it 3) then I store it

I am doing it as follows and it works on the emulator.

On the device I get a OutOfMemoryError: bitmap size exceeds VM budget android.graphics.Bitmap.nativeCopy(Native Method) android.graphics.Bitmap.copy(Bitmap.java:199) in the line copy the Bitmap to get a mutable Bitmap.

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

What I am asking:

a) Is there a better way to do what I am doing? 1) take a picture 2) draw another Bitmap on top of it 3) then I store it

b) What is the best way to create a mutable Bitmap from the picture I just took with the camera?

In my app, resolution is not an issue. If it works better for small photos that would be fine.

View 3 Replies View Related

HTC EVO 4G :: Earpiece Speaker Buzz On High/1 Down From High

Jun 12, 2010

My speaker buzzes all the time on my phone (not the speaker phone - it works fine). It's not a network buzz, it's a vibration buzz of the metal or speaker. The center camera is also off-center a little bit, which makes me think something up there is off-center, misglued or loose.

We have two other evos and neither of them buzz on the same call. I called the Sprint Nav Voice Address thing from all 3 phones since that would be the exact same voice and words every time. Only mine buzzes. The other two don't have the camera problem either.

View 3 Replies View Related

Android :: Overlay Bitmap - Draw Over A Bitmap

Oct 8, 2009

I have two questions actually:

Is it better to draw an image on a bitmap or create a bitmap as resource and then draw it over a bitmap? Performance wise... which one is better?

If I want to draw something transparent over a bitmap, how would I go about doing it?

If I want to overlay one transparent bitmap over another, how would I do it?

View 1 Replies View Related

Android :: Draw A Bitmap Rotated Onto Another Bitmap

Mar 22, 2009

My goal is the draw a bitmap onto another bitmap but rotated 90 degress. whats the most efficient way to do that. My current method is as follows which is horribly bad because it creates a new bitmap every time.

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

View 4 Replies View Related

Android :: Draw Shape Or Bitmap Into Another Bitmap - Java - Android

Jun 22, 2010

I want to draw a shape(many circles particularly) into a Specific Bitmap. I have never used canvas / 2D graphs etc. As i see it i create a Drawable put the bitmap in it then "canvas-it" to the shapes i want etc.

View 1 Replies View Related

Android :: Svg Files Rendering ?

Nov 10, 2010

I wrote a program in Android for setting different kinds of images as my background image, but it is not working with svg files. I am not getting any errors, it is not displaying any image and I'm getting a blank screen in my emulator when using svg files. Can any one suggest how to read and display svg files in Android with some code? Or should I convert xml code?

View 1 Replies View Related

Android :: SW - 2D API - Vs HW - OpenGL - Rendering

Apr 27, 2009

I'm trying to compare the difference in speed between software and hardware graphics rendering. I have 2 apps right now - one written with only java/android 2D APIs, and one written with openGL calls...

View 6 Replies View Related

Android :: What Is Rendering Lifecycle?

Sep 10, 2010

There's a decent amount of information out there on the Activity lifecycle. But I'm surprised how difficult it is to find a comprehensive description of the rendering lifecycle. By that I mean the order and rules by which a tree of nested activities, views, and drawables get to be sized and drawn to the screen, and the points at which a developer can modify rendering behavior.

View 1 Replies View Related

Android :: Measuring A View Before Rendering It

May 13, 2010

I need to find out how big a view will be after attaching it to its parent.I have overridden this method: Do you think there is a way to get this information before rendering the view itself? Basically I need to know the actually size before attaching it and not attach the view at all if it would take more certain amount of space. Code...

View 2 Replies View Related

Android :: Content Rendering For WebView

Jul 15, 2009

Can anyone help me to understand how WebView decided which content it can render and which it can't? For example I am inside a webview select a link and if the link sends an XML file I want my application to handle to data instead of WebView, Is this possible?

View 4 Replies View Related

Android :: ImageView With Drawable Not Always Rendering

Jun 22, 2010

I have an ImageView object that I'm setting the android:src="@drawable/some_xml_file" instead of a standard png and it seems to not always render the drawable, as you can see in the first row here (it also happens intermittently in other rows as well):

I've tried setting the src & the background property but they both have the same effect. the source code from my list view row item is this:

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

Then my res/drawable/action_box.xml is this:

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

View 1 Replies View Related

Android :: Video Rendering Performance ?

Apr 14, 2010

I need to render video on android. I got sw decoder which decodes stream to YUV or RGB with very reasonable cpu usage, but so far haven't found a nice way how to render frames.

I have tried 3 methods so far: 1) using opengl from native code: * create a texture of type GL_TEXTURE_2D * set coordinates to fill full opengl rendering area * to render a frame update the texture with glTexSubImage2D or glTexImage2D function (more or less the same method that is used in vlc media player)

With this method the performance is most terrible.. VGA rendering @5..7FPS uses up 100% of nexus one cpu!

2) rendering with canvas function Canvas.drawBitmap(int[] colors, int offset, int stride, int x, int y, int width, int height, boolean hasAlpha, Paint paint)Was hoping to use this via JNI. First i just made a simple perfo test: * colors array was initialized in java code * then I just called mSurfaceHolder.lockCanvas(); canvas.drawBitmap(colors, ... ); mSurfaceHolder.unlockCanvasAndPost(canvas); in sequence

Perfo is better than with opengl - VGA@30FPS uses up 40% of nexus one- s cpu...

3) Rendering with canvas function Canvas.drawBitmap(Bitmap bitmap, float left, float top, Paint paint), while updating bitmap in native code * in java code i do:

CODE:.......

To get native pointer to memory (need to link to native android library libskia.so to get these functions) * copy or decode the video frame to this memory

With this method i get only 10% cpu usage when doing VGA@30fps... but lets face it - its a hack which may break in future. Am I missing something or there really isn't any better way to render video? for example some opengl extension function etc..?

View 2 Replies View Related

Android :: Simple 2D Tile Not Rendering ?

Mar 16, 2010

I'm putting together a simple test made up of two tutorials available online for OpenGL ES on Android. This is really just so that I can learn about the basics of OpenGL ES to better understand how I have to design my program.

Right now, when it tries to render, the mouse movement effect works, but I get no square drawn on the screen.

Here are the two source files I'm dealing with:

CODE:.......

The second one is the tile object itself:

CODE:........

View 1 Replies View Related

Android : Png Image Not Rendering Correct / How To Fix?

Jun 15, 2010

When trying to process this png image, webkit displays it blurry.

View 2 Replies View Related

Android NDK - Multithreading Slowing Down Rendering?

Mar 26, 2014

I have an Android app with a C++ library which uses pthreads to break down rendering tasks. This is for devices running Android 4+.

Lets say I have a 100 x 100 array of elements into which I repetitively do CPU-intensive processing. Currently I'm breaking the array up into four 25 x 100 element chunks and handing it off to four Posix threads (from a pool of stalled, pre-created threads). This gives an almost 4x speed increase on iOS and desktop Mac but slower results than single-threading under Android.

So the same code is used successfully to speed up the app on iOS or desktop Mac but in Android it often makes it even slower. I have done some tests on it and only quite big junks of data speed up when using multi threading. If the whole process (all threads) takes around 2 seconds or more it will speed up in multi threading mode but if it is less (say only takes about 400ms) it will be either the same speed or slower than just calling the rendering function normally. Which could point to thread switching being really slow. The bigger the processing tasks, the more they profit from multithreading. My tasks are usually not as big, but not fast enough in single threading mode.

I have also noticed that on ARM builds the speed difference between slower multi threading and the faster single threading is quite significant (almost twice as fast in multi threading rather than single threading) whereas on x86 builds the multi and single threaded versions will run at about the same speed as single threading on ARM builds. So x86 builds do not get slower on multithreading but also not faster.

View 1 Replies View Related

Android :: Relationship Between Pixels And Scaled Pixels?

Jan 4, 2010

I used the layout editor in eclipse to mock up my ui layout and then I created the code to populate it dynamically and things are showing up as different sizes. The XML I use to add the star images looks like this:

<ImageView
android:src="@drawable/star_gold"
android:layout_height="22sp"
android:layout_width="22sp"
android:adjustViewBounds="true"
android:layout_marginLeft="2sp"
android:layout_marginRight="2sp" />...............

View 4 Replies View Related

Android :: Screen Sizes And Activity Rendering

Jul 1, 2010

I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.

So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:

http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html

The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).

What I expected to happen:

So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).

What is actually happening:

The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).

View 2 Replies View Related

Android :: OpenGL Application Rendering Using Software?

Oct 27, 2009

From the adb log of my G1's boot time, it shows "requestGPU returned -1", among other stuff. Does this mean that my OpenGL app is being rendered using software? BTW, I see the same messages on Hero as well.

------------------------------------------ log begin ------------------------------------------

I/SurfaceFlinger( 81): SurfaceFlinger is starting I/SurfaceFlinger( 81): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... D/SurfaceFlinger( 81): pid 81 requesting gpu core (owner = -1) W/SurfaceFlinger( 81): couldn't grant gpu core to pid 81 D/EGL ( 81): requestGPU returned -1 E/libEGL ( 81): h/w accelerated eglGetDisplay() failed (EGL_SUCCESS) I/SurfaceFlinger( 81): EGL informations: I/SurfaceFlinger( 81): # of configs : 6 I/SurfaceFlinger( 81): vendor : Android I/SurfaceFlinger( 81): version : 1.31 Android META-EGL I/SurfaceFlinger( 81): extensions: I/SurfaceFlinger( 81): Client API: OpenGL ES I/EGLDisplaySurface( 81): using (fd=19) I/EGLDisplaySurface( 81): .......

View 2 Replies View Related

Android :: A Good Droid Rendering Engine?

Sep 9, 2010

What is a rendering engine? Is there any for Android?

View 1 Replies View Related

Android :: Testing OpenGL Rendering In Java Outside?

Aug 30, 2009

I would like to write OpenGL classes and test them in java outside of an Android device or emulator, and then use these in the Android.

Has anybody done this?: If so, are there JOGL implementations that are directly compatible?

I tried doing this on Windows using JOGL and writing wrappers, etc, but it turned out to be a real mess. I finally gave up when I didn't know how to get a GLU instance for a frustrum call.

View 4 Replies View Related

General :: Android UI Rendering In Real-time?

Jun 10, 2013

I was wondering why Android keeps lagging a bit. I mean, quadcore should be fast enough to stop that from happening right? So I started Googling.

I got this article: [URL] .....

Basically it says this: Android's UI rendering thread does not work in real-time (the priority is not set at that), unlike iOS'. It's just about the one thing that's still better about iOS in my opinion.

How to make this thread render in real-time?

View 1 Replies View Related

Android :: How To Compute Screen Size Before Rendering Objects?

Jun 15, 2009

I want to render 3d object on the screen. Before that I would like to compute the screen so that the rendered object can be given relative position. How that can be done?

View 2 Replies View Related







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