Android :: Want To Load A Texture Through Glteximage2d / Buffers

Dec 8, 2009

for all those gl*Pointer functions you need to create bytebuffers through ByteBuffer.allocatedirect. when you want to load a texture through glteximage2d you need to supply a bytebuffer, too. can this be a "normal" bytebuffer or do I have to create this one too via allocatedirect?

Android :: Want to load a texture through glteximage2d / buffers


Android :: GlTexImage2D Is Too Slow

Nov 8, 2010

when draw YUV frame use opengl 2.0 and shader on nexus one,but the function glTexImage2D is too slow ,cost 40-60 ms who can fix it ? the key codes...

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Android :: GlTexImage2D Very Slow On Phones Like Nexus One

Apr 16, 2010

We are developing 2D games. And we found our game works fine except the snapdragon chips, like Nexus one and Liquid A1. It even runs fine on G1. We use GLSurfaceView, and we use glTexImage2D and glTexIsubmage2D to put on the text and then draw. The glTexImage2D class take more than 100ms on Nexus one (1024x512 pix tex). It's very strange, G1 is even faster than this. If anyone know something about this? Code...

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Android :: GlTexImage2D Gives GLError 1281 On Real Phone / Not On Emulator

Dec 12, 2009

I used a ndk library to decode the frames and update the ShortBuffer with RGB565 format. I allocate the buffer in the activity like below. Code...

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Android :: Bug In IntBuffer.put() When Using Direct Buffers

Jun 16, 2009

In a process of switching from indirect to direct buffers for OpenGL geometry specification I've found a problem with the following function in java.nio.IntBuffer class: IntBuffer put(int[] src, int off, int len) this function is supposed to do a bulk transfer of int data from the given array starting at the specified offset. It should be an optimized version of the following code: for (int i = 0; i < len; i++) {buffer.put(src[off + i]);}

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Android :: MediaRecorder Buffers 1 Second Of Video

Aug 30, 2010

I'm using MediaRecorder.setOutputFile(FileDescriptor fd) over a UNIX socket, so that local code on the device can see the encoded stream in real time (for video streaming out).

What I observed is that the encoder doesn't write encoded frames continuously, when they are produced, but by "bursts", exactly one second apart. I tried both containers (THREE_GPP and MPEG_4) and all three available codecs (MPEG_4_SP, H263, H264), the behavior is always the same. This one-second period is notably unrelated to framerate or bitrate, so it is not flushing by size; rather, it seems to be flushing by time (possibly to mask SD card write overheads ? Bummer, I 'm not using the SD here !). Is it a known limitation ? Is there a known workaround ?

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Android :: Protocol Buffers (protobuf)

Jul 21, 2009

When using Protocol Buffers with Android (running in the Windows VM) I'm noticing that the first time I instantiate a protocol buffer based class Android lags for some time. When I step through it looks like it's spending a lot of time dynamically loading the protocol buffer classes. Is there something I can do to speed up this process? I haven't tested yet on a physical device, so the delay might not be as bad but in the VM it takes about 30 - 45 seconds to load all the classes and get past that first message instantiation. What I did was downloaded the Protocol Buffers source code. Compiled the.java files. Stuffed them into a .jar. Added the .jar as an external library to my Eclipse project. Generated the .java classes from the .proto files. Added the generated .java files to my project. Ran my project. I'm not sure if I'm doing something wrong it terms of how to reference external libraries with an Android project, but 30-45 seconds seems like a very long time to wait on a 2.6GHz machine. Also, I recently learned that android uses Protocol Buffers internally. Will this cause any sort of conflicts with my included .jar that could be the problem? I *think* the namespace is different but I'm not entirely sure. Lastly. Why did Google use Protocol Buffers internally and not make it available to SDK developers. This makes me very sad knowing that it's all right there and I can't use it.

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Android :: How To Keep Receiving Wave Buffers Of Currently Playing Media

Apr 8, 2010

I can't seem to find the proper audio source for recording/analyzing/receiving the currently played music track (or just any playing media). I'm not talking about the Mic.

The spectrum live wallpaper does this on the Nexus One AFAIK.

How can I keep receiving wave buffers of the currently playing media?
(I would like to support everything from 1.5, but 2.1 specific solutions are also welcome)

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Why Few Mobiles Have Multiple Frame Buffers

Dec 27, 2013

We are new to Android development. We have written small code which reads /dev/graphics/fb0 and sends frames to other application through network. We are successful if /dev/graphics/fb0 is available. But some android devices have fb0 and fb1(ex - Samsung Galaxy Grand - GT- I9082, Android version 4.2.2). luckly sending fb0 frames is sufficient to get required frames. We are not able to understand why fb1 exist and what is significance of the fb1. We also found few mobiles have fb0, fb1, ... , fb13. How to find which is main framebuffer?

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Android :: Android 1.6 New OpenCore - How Shared Buffers Affects?

Oct 8, 2009

The following what written on the Android 1.6 Platform Highlights: Android 1.6 includes the updated OpenCore 2 media engine, which has: * Support for OpenMAX encoders * Support for additional audio codecs in AuthorEngine * Improved buffering model supports shared buffers allocated in the decoder Could someone explain to me how this affects us the developers? Does this mean now we can play other media types? What in reality is new to us on Android 1.6 in regards to OpenCore?

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Android :: Load Single App During Load And Not Allowing The User To Step Out Of It

Oct 22, 2010

I have been assigned the task to use an android tablet to run a single app in an enterprise setting. Ideally, when one switches on the tablet this app should be loaded perhaps during startup and the user need not step out of this app. The app logic itself is rather easy but I am wondering if it is at all possible to load a single app during load and not allowing the user to step out of it.

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Android :: Possible To Load A Layout XML At Runtime And Load Into Activity?

Sep 4, 2010

Is it possible to load a layout XML at runtime and load into activity?

In my app, I have various types of data like Person, Company, City, etc; The requirement is to dynamically load the layout, find views by tags (property names like Person.name, Person.address) and then fill in data. For example, if user has selected an object of type Company, we want to load a company.xml layout, inflate it and then associate various properties (company name, company slogan, city, address, revenue) to tagged views. One possibility I see here is - each view in the layout will be associated with property-name as tag and then appropriate data will be loaded in appropriate views.

What should be the best design you would recommend?

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Android :: Basic OpenGL ES Texture

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. The basic colors from the texture map are there, but obviously the texture isn't being read or applied correctly. My texture load sequence is simple : int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); Bitmap bmp = BitmapFactory.decodeResource(cx.getResources(), R.drawable.img); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);...

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Android :: OpenGL Texture Corrupted?

Aug 11, 2009

I took the source from API demos (TriangleRenderer.java) Here's the code on how textures are loaded in onSurfaceCreated():.....................

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Android :: OpenGL Texture Scaling

Feb 18, 2010

I have a texture with 8 equally sized stripes that I am using as a wall with OpenGL. On my Nexus One it scales it properly However, in emulators and on a G1 (and probably on other hardware), it does not scale properly, as the stripes remain the same width, while the height scales as it should. Is there an option that I need to set that is set to default on my nexus one but not on other platforms?

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Android :: Transparent Texture In OpenGL ES

Mar 2, 2010

I'm trying to set the transparency of a texture on a quad in opengl, playing with the blend functions didn't help neither did anything on google.

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Android :: OpenGL - ES Texture Bleeding

Oct 18, 2010

I am writing a small app that at the moment generates a random map of textures. I am drawing this map as a 10 x 15 group of "quads" which are infact all triangle strips. I use the "map" to grab an int which I then take as the location of the texture for this square in the textureAtlas. so for example 0 is the bottom left "tile". The atlas is 128 x 128 and split into 32 pixel tiles.

However I seem to be getting some odd artifacts where the texture from the one tile is creeping in to the next tile. I wondered if it was the image itself but as far as I can tell the pixels are exactly where they should be. I then looked at the texture coords I was specifying but they all look exact (0.0, 0.25, 0.5, 0.75, 1.0 - splitting it into the 4 rows and columns I would expect). The odd thing is if I run it on the emulator I do not get any artifacts.

Is there a setting I am missing which would cause bleeding of 1 pixel? It seemed to only be vertical too - this could be related to on the phone I am "stretching" the image in that direction as the phone's screen is larger than normal in that direction..............

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Android :: OpenGL Texture And GlDrawTexfOES

Nov 10, 2010

The following is piece of code in which I'm trying to draw 3 pieces of my background using glDrawTexfOES. The 3 pieces should look like green grass.

public void onDrawFrame(GL10 gl) {

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();

gl.glFrontFace(GL10.GL_CW);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);

gl.glBindTexture(GL10.GL_TEXTURE_2D, grass);

gl.glColor4x(0x10000, 0x00000, 0x10000, 0x10000);

((GL11Ext) gl).glDrawTexfOES(0.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(32.0f, 0.0f, -8.0f, 32, 32);
((GL11Ext) gl).glDrawTexfOES(64.0f, 0.0f, -8.0f, 32, 32);
}

why my textures won't display correctly would be most appreciated! On a related note, for building a simple 2D tiled game is glDrawTexfOES the most efficient method for generating the tiled background?

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Android :: How To Texture Map Onto A Curved Surface?

Oct 17, 2010

I'm attempting to create a 3d game using OpenGL. I have a very basic world and am now working on a character. I want to map a texture to the head which will be oval shaped. How do I do the mapping? I know how to map to flat surface. I'm wondering if the normals can be used to help but I've never done this before and when I search Google I don't have any luck. I'm planning on doing this all programmatically and not using Blender or Maya if that makes any difference.

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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.

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Android :: How To Texture White Square In Phone?

Aug 7, 2010

Alright, so I've got this OpenGL tutorial I'm basing from, my current code is equivalent to Part II of it, which is here:
http://blog.jayway.com/2009/12/04/opengl-es-tutorial-for-android-%E2%80%93-part-ii-building-a-polygon/
The code for that can be downloaded near the bottom of the page. It leaves you with a white square, and I want to apply a texture to it, which this tutorial series doesn't cover. I can't figure out how to texture my white square, in Android.

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Android :: Create 1024x1024 Texture In OpenGL

Dec 27, 2009

I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do this with Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_8888); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); But I can't actually create a 1024x1024 Bitmap - I get an out of memory exception.

I want to generate the texture, then use texSubImage2D to copy on various smaller bitmaps, but it seems that I need to somehow define that the texture is 1024x1024 before I can do that. Is there a function that lets me define the size/argb settings without just copying in a blank bitmap?

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Android :: OpenGL - Threading Texture Loading

Aug 27, 2009

I'm converting an app I've written from Canvas to OpenGL, and not having too hard of a time yet. However, I've run into one snag that I can't seem to get around. My old app was threading image loads, because there are a ton of them, however, it looks like the OpenGL implementation protects itself to a single thread. I have a basic loadBitmap() function as follows:...............

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Android :: OpenGL Texture Wrapping Flickers?

Jul 6, 2010

I'm drawing 5 rectangles with OpenGL. They are texture mapped, and use the following parameters/binding:

..................

When I start the activity, the shapes all flash as if the textures were supposed to wrap (ie, i see more than one texture per shape), then the screen quickly corrects itself. Is there some manual buffering I'm supposed to do while the textures get mapped and unwrapped?

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Android :: Easiest Way To Draw Texture With OpenGL ES?

Feb 6, 2010

the draw_texture function is the fastest and VBO is 2nd faster. But I don't understand how to use it(the draw_texture method or the VBO way).

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Android :: OpenGL ES Texture Mapping Very Slow?

May 5, 2010

I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly. My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device. I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose.

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Android :: Move Particular Texture Around Screen Using Opengl Es?

Feb 9, 2010

I am very new to OpenGL ES. I am implementing some demo app to load multiple textures on the screen. For demo purpose I have loaded 2 textures in 2 different locations on the screen using glTranslatef() and glBindTextures() twice. Now I am able to see 2 different images on the screen. Now I want to move one particular texture across the screen using mouse.

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Android : Use An Index Buffer With A Texture In OpenGL ES?

Sep 21, 2009

I'm using OpenGL ES to display some objects exported from Blender. Blender provides a list of vertices, a list of the face indices and a list of the 2d texture co-ordinates. Within Blender, and I believe generally in OpenGL, the texture co-ordinates map to each vertex described in the index array.

I suppose I have two questions:

I'm given to understand(see the "Applying Textures" section) that in OpenGL ES the texture co-ordinates map to the vertex buffer only, not the index buffer. Is this the case or is there a way of binding the texture co-ords to the index buffer instead?
If the above is true, is there anything to be gained from using an index buffer at all? After all to properly map the textures one will need to write out the vertex buffer with all the redundancy that would have been saved with the index buffer. Is there still a performance increase to be gained or are index buffers redundant for textured data?

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Android OpenGL Live Wallpaper Texture

Jul 9, 2012

I'm having a problem with textures in my live wallpaper. I think its something I'm doing or not doing in blender when I bake my UV images... I get the app running just fine. But the textures are scrambled up on my model in the live wallpaper app... Here's a tester live wallpaper I built to show the problem I'm having... Three UV sphere the top one is post to be blue, the middle green, and the bottom is red inside blender. But after baking, this is what they turn out like in my live wallpaper... Here's a link to snap shots to the live wallpaper with the three sphere's..URL....

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Android :: Maximum Texture Units - Emulator Setup

Apr 30, 2010

this is just an issue with how the emulator is setup, but I'm not sure.

I'm (natively) calling this:

int maxt = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt);
__android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max textures %d", maxt);

This only outputs 2... could it be possible that I'm going to be allowed only 2 textures? That seems impossible... GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose you could lay everything out on a couple of 4096x 4096 images (seems a bit crazy) but anyway... Am I just running into one of things that will be different per phone processor?

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