Android :: Use Opengl 2.0 On Droid With Framebuffer And renderbuffer?
Oct 31, 2010
How to do with the framebuffer and renderbuffer?
when we develop on iphone the function "presentRenderbuffe" is working.but on android ,how to display the renderbuffer? (![context presentRenderbuffer:GL_RENDERBUFFER])
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Jul 6, 2010
I'm porting android to an overo gumstix. thus it seems the the omapfb driver has some problems on that platform. it doesn't matter at all, because i want to use udlfb (a driver for usb displays) anyway.
till today, i wasn't able to figure out how i can define udlfb as default framebuffer.
tried make menuconfig and select udlfb there, but no changes when booting the fresh compiled kernel. omapfb still wants to come up.
so my final question: how do i define
the default framebuffer driver for an
android kernel?
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Nov 17, 2010
I use opengl es 2.0 to draw some picture,and create the FBOs, but how to present the renderbuffer on the screen? code...
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May 6, 2009
I am trying to see if user applications can READ the framebuffer e.g. / dev/graphics/fb0. I find that there is a permissions flag "android.permission.READ_FRAME_BUFFER", but there is no API, which can be used to grab the frame buffer.Is there a plan to provide an API for reading the frame buffer in future android releases?
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Sep 5, 2010
In my app on cupcake platform ,in the EGLDisplaySurface.cpp ,my plan is adding a method to compare the data is different or not between front buffer and back buffer.but I can't understand the framebuffer is.I'm poor in C++.
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Sep 15, 2009
As suface flinger uses fb0 for rendering the image and video. i want to change the frame buffer devices dynamically for rendering the image on the screen one time on Fb0 other time on Fb1. i am looking into the surface flinger code. but we are not able to get the pointer where to change for this. can simeone please give us some pointer.
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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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Jul 31, 2013
I'm using GT N8000 with android 4.1.2 and chroot Ubuntu Raring for my daily work.. I manage to use framebuffer as display WITHOUT turning off android UI using Linux Deploy, all went great but one thing missing is since android and ubuntu shares the same display, input problems pops in, I currently disable s-pen cursor on android so it will work best on ubuntu, as well as bluetooth keyboard.
one thing left out is my Bluetooth mouse, its bugging to have dual mouse pointer on screen whenever I boot ubuntu and each didnt match others in calibration.
if only I can disable android mouse cursor just the way I can disable s-pen cursor in android, this will make a perfect machine.. now I'm stuck using only s-pen as pointing device in ubuntu to avoid erratic mouse behaviour. I understand android have idc as input config, and I've located my dev/input for each devices, I'm looking for a way to disable mouse cursor in android to use it solely on linux.
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Jun 2, 2009
I just want to capture the updated screen data instead of reading all data from framebuffer. Can I get this data by what method?
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Apr 8, 2010
In android 2D UI, what's the function of opengl?
graphic system draw picture and text by skia->opengl->framebuffer, so in 2D UI what's the function of opengl?
in bootable/recovery/minigui the recoverty mini UI just display some png and text, why does it use opengl ?
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Nov 10, 2009
We are getting a SIGSEGV 11 when launching our OpenGL activity. Here is the logcat. It appears to happen on Droid Hardware, but not the 2.0 Emulator. We are trying to do some testing to see if we can slowly build up some code to cause a crash.
CODE:....................
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Dec 28, 2009
I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.
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Aug 14, 2010
A user sent me a screenshot of visual artifacting on droid. Apparently it only happens with multi-texturing enabled. --> Screenshot: http://adamhammer.ca/images/stories/cap201008140037.jpg
If I understand correctly though the GPU in the Droid 1 is ES2.0 Compliant, so it should have at least 2 texture units, any idea why I'm getting this weird look in my app on the Droid 1?
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Apr 5, 2010
I am working on a app which render geometrics with VBO in NDK opengl, it works in other phone, but in Motola Droid, it will cause the devices reboot.
The logs like next.
CODE:.........................
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Oct 28, 2009
I just got my hands on this phone.
Here's my summary:
1) It's really fast. Runs all my games at max framerates.
2) The screen is 16:9 and will probably mess with your layouts and games and stuff.
3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU speed.
I believe the hardware supports OpenGL ES 2.0 but since Android doesn't, there's no way to use it right now. I did, however, dump all of the GL extensions and put them alongside the G1 and Emulator extension lists into this handy-dandy article - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs
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Mar 22, 2010
If i wanna use the opengl interface in android ndk, then will it be possible to show
me a simple tutorial to let me master the android ndk?
i just wanna know how to operate in android ndk first.
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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?
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Jan 11, 2010
Has anyone found a way to enable antialiasing in OpenGL on any of the Android devices?
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Jul 9, 2010
Can I assume that, if a phone runs Android 2.0, it also supports OpenGL ES 2.0 and thus the graphic hardware has full support for programmable shaders?
IOW, does Android 2.0 as a platform mandate OpenGL ES 2.0 support? Or is it optional?
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Sep 25, 2010
Can anyone please recommend a training session/course for Android graphics API/OpenGL ES?
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Oct 8, 2010
Once again I'm trying to get into openGL, but as usual I choke when passing around vertices/vertixes/whatever and every little detail can lead to disaster (wrong format, initialization not properly set up, where memory are saved, etc.).
My main goal is to use openGL for 2D graphics to speed up performance compared to regular cpu drawing.
Anyways, my openGL Renderer looks like this code...
With an IndexOutOfBoundsException, but I'm sure there are more problems with the code.
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Mar 18, 2010
Since both iPhone and Android support OpenGL ES, is there any open source or commercial GUI library we can use for these two platforms? Or is it doable (or how difficult) to port an application from one to another platform?
As I know, for iPhone only, libNUI (http://www.libnui.net) is a good choice (dynamic layout & mature), but it only provides GPL & commercial license. Any other open source tool similar with libNUI?
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Sep 14, 2010
I'm am working on a basic augmented reality application on Android. What I did so far is detect a square with opencv and then using cvFindExtrinsicCameraParams2() I calculated a rotation and translation vector. For this I used 4 object points, which are just the corners of a square around (0,0,0) and the 4 corners of the square in the image.
This yields me a pretty good rotation and translation matrix. I also calculated the rotation matrix with cvRodrigues2() since using this is easier than the rotation vector. As long as I use these to draw some points in the image everything works fine. My next step is however to pass these vectors and the matrix back to java and then use them with OpenGL to draw a square in an OpenGLView. The square should be exactly around the square in the image which is displayed behind the OpenGLView.
My problem is that I cannot find the correct way of using the rotation matrix and translation vector in OpenGL. I started of with exactly the same object points as used for the openCV functions. Then I applied the rotation matrix and translation vector in pretty much any possible way I could think of. Sadly none of these approaches produce a result which is anyway near what I hoped for. So my question is can anyone tell me how to use them correctly?
So far the "closest" results I have gotten, was when randomly multiplying the whole matrix with -1. But most of the time the squares still look mirror inverted or rotated for 180 degrees. So I guess it was just a lucky hit, but not the right approach.
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Jun 15, 2010
I currently have a game written using the Android canvas. It is completely 2D, and I draw bitmaps as sprites on the canvas, and it technically works, but I have a few features that I need to add that will require drawing many more bitmaps on the screen, and there will be a lot more movement.
The app needs more power.
What is the best way to go from this method of drawing Bitmaps on a canvas to using OpenGL so I can draw them faster?
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Nov 9, 2009
As with a lot of folks doing OpenGL ES dev it's really a test on device situation. I'm really trying to get out the Typhon API (http:// typhon.egrsoftware.com/) which is an open source platform for real time / game development working on the Droid. It also provides the basis for a series of OpenGL ES tutorials for Android available that will be incrementally released starting this week with or without support for the Droid: [url]
Of course I'd like to support Android 2.0 / Motorola Droid, but alas a problem without a clear answer is occurring when I use EGL/GL directly not using Google/Android provided GLSurfaceView. The following is the basic setup code and works just fine on all previous Android versions including 1.6 on the G1 and Ion, but it fails on the Droid. Note "context.getConfigSpec()" returns a standard configuration:
new int[] { EGL10.EGL_RED_SIZE, 5, EGL10.EGL_GREEN_SIZE, 6, EGL10.EGL_BLUE_SIZE, 5, EGL10.EGL_NONE }
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Jan 27, 2009
I am working on developing a 3d game. I have loaded ms3d model in my project and all texture and everything is working fine. I m not loading any joints.But I am facing two major problems which indeed are related to one thing. 1: I have got FPS problem in my game.Its too low even on G1. 2: When I have touch event to control the game it affects the FPSmore. So plz let me know how to optimize it more because the same game with same code of opengl es is wokring at 45 FPS on Iphone So why its running slow on G1.What is opengl es benchmark for G1 ? Wat can be comparison btwn Iphone and G1 related to hardware acceleration?
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Oct 11, 2009
Been working with OpenGL a little more recently, and have been noticing pretty bad performance on my G1. Were there any major changes to OpenGL in 1.6 that would change the performance (or made my code incorrect?) on device? As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and gave it a spin. I had run it a few months ago and noticed pretty decent performance. With a low number of sprites (10-100), every method (Verts, Hardware VBO's, and DrawTex) had easily over 30fps, with drawTex beating out the others. I fired it up on my G1 (recently updated to 1.6), and all 3 methods are giving me performance of around 10-12fps with all methods of OpenGL at 10 sprites. Just for fun, installed the exact same APK on my girlfriends phone, which has yet to be updated to 1.6, and hers shows what I expected to start with, 30-60fps depending on method. So the question is, did anything change in terms of OpenGL, that would make the example code in SpriteMethodTest less than optimal?
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Nov 16, 2010
I want ask some questions about Opengl es 2.0?
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Aug 24, 2010
What is the correct way to save images in png format, if I want to use it in my Android OpenGL ES application as texture?
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