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
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
Sep 26, 2010
We have an application that runs fine on my Samsung Moment but crashes on load on my HTC Hero, both running 2.1. I thought Android was Android.
View 1 Replies
View Related
Apr 25, 2009
I have a lot of Views where I have set a background image on the top LinearLayout and then I have nested a new linear layout below with a background that is semi-transparent. This works great in 1.1, but in 1.5 the transparency is just disregarded and this breaks my app as the text on top is now unreadable.
Is this a bug or a feature? Is there a better way of doing this? Very grateful for any tips!
Code example:
CODE:....................
View 13 Replies
View Related
Nov 12, 2010
So I would like for my Google Voice number to ring differently than my regular carrier number. I give out the GV number for business use and my regular one for personal/friend use.
So does anyone know if it's possible to have a separate ringtone? I see under the GV settings area "Sync and notfications - Select Ringtone" but it doesn't appear to work when I call the number. Any ideas?
(I'm on android 2.1 if that matters.)
View 9 Replies
View Related
Aug 14, 2010
Did anyone encounter this problem? Particularly, I have a dialog style themes for a few activities and these come up as expected on the emulator, but are full screen on the device. The theme I a using is actually an extension of the basic dialog theme (Theme.Dialog). I did not check with the original one.
View 3 Replies
View Related
Jul 4, 2010
This questions comes as my team is about to under-go development for a mobile app targeting iphone, android and qt. We aim to complete the iphone version first, and then port to android and qt, and it would be great to know any tips or ideologies to grasp/employ from the outset, that would make the porting process as seamless as possible.
I'm sure there a few of you who have completed their iphone version of an app first, and then gone about developing an android version. I am keen to know any of the hurdles that you encountered, or things you wish you knew from the start.
More specifically, the app we are making will contain forms and some visuals(charts)
View 3 Replies
View Related
Mar 15, 2010
The Eclipse build for my 1.6 application project is succeeding and the Ant build is failing. I'm looking for help on why they aren't behaving the same way.
We are developing on Mac OSX 10.5.8 with Eclipse 3.5 against SDK 1.6 + Google APIs. There are no setting changes in Eclipse, either at workspace or project level. Similarly, our ant is also a vanilla- flavored unmodified installation of 1.7.1. JDK is 1.5.0_22. The CLASSPATH environment variable is not set. JAVA_HOME is /Library/Java/ Home
The application was initially created by a team member using the Eclipse plugins. The application references two jar files, one of which has a dependency on javax.xml.bind.annotation.XmlSeeAlso, which is not defined anywhere in our code or in android.jar. The other jar file has an explicit dependency on android.jar. I generated the Ant build file using android update.
The Eclipse project builds an apk and runs the application in the emulator. I think this is incorrect behavior.
The Android project fails to build. I think this is correct behavior. MyClass.java:98: cannot access javax.xml.bind.annotation.XmlSeeAlso[javac] file javax/xml/bind/annotation/XmlSeeAlso.class not found
Any ideas as to why the two build methods are behaving differently? I would expect them both to fail.
View 5 Replies
View Related
Mar 29, 2009
I found event handler: dispatchTouchEvent(MotionEvent) works differently between G1 & emulator when finger is holding on touch screen.
I have a class inherited from RelativeLayout and override public boolean dispatchTouchEvent(MotionEvent event) method. After I touch & hold on the touch screen, in emulator I got MotionEvent.ACTION_DOWN event only. But in G1, I got MotionEvent.ACTION_DOWN first and then MotionEvent.ACTION_MOVE continuously, even if I try my best to hold still my finger tip.
I wonder if this is because there is pressure field in the MotionEvent. Because the blood pressure on finger tip changes continuously with heart beat, so no matter how still my finger is, the pressure value still changes. But I wonder if all kinds of touch screen have pressure factor in their touch event? Will all touch screen driver emit touch event continuously when finger is holding on the screen?
View 5 Replies
View Related
Aug 25, 2010
I'm a little confused toward this one. People seem to have really varied reports about certain kernels and ROMs and whatnot working on their phones. For some, King's #1-3 are either really stable or completely unusable. Same goes for the Hydra kernels, or Skyraider, or Cyanogen.
But I don't get WHY this is the case. Take two Incredibles off of the HTC line and somehow they react differently to the same pieces of software. How's that work?
View 2 Replies
View Related
Aug 31, 2010
I installed Froyo 2.2 and now on the home page when I press the "search" button it only searches internet. On 2.1 this would search my phone, calendar, contacts.... as well as suggestions for internet. Anyway to turn this feature back on? Somethnig must have gotten reset.
View 2 Replies
View Related
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
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
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
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
Sep 9, 2009
Great potential development opportunity.
View 2 Replies
View Related
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
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
Oct 17, 2010
For my site I need to be able to tell the difference between when an Android tablet visits and when an Android phone visits. It needs to be detected before the page is sent to the user so using JavaScript to check the screen res isn't an option.At the moment I use this to detect an android device: stripos($ua,'android')Is there anything unique thar a tablet has in it's user agent?
View 1 Replies
View Related
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
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?
View 4 Replies
View Related
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
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
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
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
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
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
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
Nov 2, 2009
I'm basically using the same method of loading bitmaps in OpenGL that the SpriteMethodTest example uses and have been unable to get rid of an annoying outline that appears around all of my images.
For example, If I were to load an image of a white circle on a white background, I would expect to see nothing. Instead, I would see my circle because its edge would be gray. In SpriteMethodTest, I replaced the background image with white and was able to see that the edges of the android images flying around also don't seem to be rendered correctly.
Does anyone know how to load images in OpenGL without having a thin outline appear around the images?
View 4 Replies
View Related
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