Android :: Update To OpenGl Es 2.0 Using Android Class
Nov 12, 2010
I have a game that relies on OpenGL ES 1.0 and I (finally) have it to the point that the amount of bugs and ANR's being reported through the Market is nearing zero. So, what better time to make a major revision that ruins all that, correct? What I would like to do is the following:
- Update to OpenGL ES 2.0 using android.opengl.GLES20 class: At the moment, my app actually imports a JSR-239 jar stub so I am compatible with non-Android devices. Since non-Android devices cannot match the pace of Android adoption, I think it is work the effort to make a branch that imports GLES20 and utilizes more features, specifically: - FBOs/VBOs - Floating-point calls (everything is still in fixed-point) - Shaders, etc. - Upgrade the application (2.x branch) without creating a new application in the market but still have users on older devices still see the 1.x branch....
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Jul 16, 2009
I've created a simple OpenGL app and created a rendering class which implements GLSurfaceView.Renderer. All it does is draw 100 triangles (NUM_OBJECTS = 100) on the screen and move them about, bouncing off the edges. The projection is glOrtho2D and there is no z-buffer. I'm running this on a G1 with continuous redraw enabled.
Here is the onDrawFrame method:
CODE:....................
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Oct 30, 2010
I need to update my ui for an android app and I'm trying to use the Handler class to do it, using http://developer.android.com/resources/articles/timed-ui-updates.html and the android developer resources "Common Task" for using Handlers as guides.
Basically, I need something between the two - a timed update of the user interface, but without a button. So here is the relevent code that I am working on.
CODE:...................
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Oct 30, 2010
I need to update my ui for an android app and I'm trying to use the Handler class to do it, using http://developer.android.com/resources/articles/timed-ui-updates.html and the android developer resources "Common Task" for using Handlers as guides.
Basically, I need something between the two - a timed update of the user interface, but without a button. So here is the relevent code that I am working on.
CODE:...............
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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 7, 2010
I'm creating a new class, using eclipse "New Java Class" dialog box. I can write the superclass I want (I can't find using "browse" button), but I can't write or select an interface to implement. I click "add" but ther is nothing to select. What I'm doing wrong?
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Jul 14, 2010
I'm just getting into Android development, and I have a question about communicating between a receiver class and an activity class. I'm very new to JAVA and Android so I hope I don't sound too stupid. I'm developing an application where I intercept an SMS message and then based on various elements of that SMS I might delete it once it's been saved to the inbox. I have a receiver class that intercepts the txt message, and I am also able to delete messages from my inbox with code in the activity class using a button at the moment. The problem I have is communicating between the receiver class and the activity class where the code to delete a message resides. I tried putting that code directly into the receiver class but as I'm sure most of you already know the BroadcastReceiver class doesn't seem to support what I need to delete messages. I've been searching for an answer to this for a while, but haven't been able to find anything. Honestly I'm not sure I know enough about JAVA and Android to even recognize a solution if I saw it.
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Jun 27, 2010
What I want to do, is be able to access the object neoApi inside the Neoseeker class, from its inner class RunningTimer. Now, in my code, you can see what I would think to work, but when I run my application, nothing pops up. Nothing inside my TextView, no Toast, nothing at all. How can I remedy this?
package com.neoseeker.android.app;
import java.util.Timer;
import java.util.TimerTask;
import org.json.JSONObject;
import android.app.Activity;
import android.app.Notification;
import android.app.NotificationManager;
import android.app.PendingIntent;.......................
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Sep 8, 2010
I'm new to Java and android development. In my application I need data which is accessible for a few activities. I've read that a good solution is to use Application class for this. So I use it like this:
public class MyApplication extends Application {
private String str;
public String getStr(){
return str;
}
public void setStr(String s){
str = s;
}
}
and I can access this variable from activity like this:........................................
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Oct 8, 2010
I have just started android. I just want to know that how can i call activity class from other java class. i just want to pass class object to activity class.
public class GsonParser extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
MagazineThread thread=new MagazineThread();
thread.start();
}
public GsonParser(JsonMagazineParser Obj)
{
}
}
and i am just doing like from other class. GsonParser obj=new GsonParser(this);passing obj to activity class.how can i achieve that.
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Apr 23, 2010
In my app in one package there are some classes. from those classes i want to run one class that is the Gps functionality class. i want to run that class in background. how i do it, i don't know. i am not able to make it solve from any document. if anybody knows the way to solve it please me by run a "hello world" app in the background. i am not able to solve this problem by going through document.
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Jul 20, 2010
I'm building a small Android application, but this is more of a Java question than an android question. Looking through the tutorials there are lines that look like: startService(new Intent(this, MyService.class));
What exactly does the "MyService.class" field represent? Is that just a reference to the class for a template?
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May 19, 2009
I made a Dialog Class with it's view classI want to pop up the dialog when I got some packets from network. so I made a Thread which parses packets and then I made if clause in Run() method There is no problem with parsing packet but when I enter "if clause" and call showDialog() I got Error message
Is there anyone who knows how to pop up a dialog from different thread?
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Nov 1, 2010
I created a method called insertTable in a class called Table but i can't use it in my onClick method in the main class :
CODE:.......
I want to do a income.insertTable in the onClick method but eclipse say that i need to create a local variable.
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Oct 15, 2010
if there are five text in a text view and we want to pass one of them on click event to the next class text view which method i m used on android
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Nov 3, 2010
i hav two classes...both classes are extends activity.. i need call other class method on main class on android development..its urgent..please.. i done something like subclass sub = new subclass()...its not work..
In 1st activity class
package org.me.intent_testing;
import android.app.Activity; import android.os.Bundle; import android.widget.; import android.view.; import android.content.Intent;
/** * * @author pavankumar */
public class FirstActivity extends Activity {................
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Jul 15, 2010
I want to know how to move from one class to other class in android. I have one main class i.e Addition.java (Main Activity) and i created other subactivity(Form.java). I want to how to make my move from one class(ie.Activity)to other. I tried this,but not working out,just trying to figure out.
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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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Aug 19, 2009
I'm developing a new game and have been having inconsistencies between the device and emulator. The biggest one for me right now is that the elements I draw with an orthographic projection work correctly on the device, but are 1/2 the size on the emulator. I've checked and rechecked the code 100 times and I'm positive I've done it right but am confused as to why I'm seeing that result. I suppose I could go forward doing ALL testing on a device - and I may have to, seeing that the emulator's frame rate is horribly slow - but I was hoping that I could do some of the work on it at least.
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Oct 25, 2010
I am currently trying to develop a game for android in OpenGL ES and I am testing it on my Nexus One. But I have run into some performance problems,and I would like to ask somebody about it,could you help?I currently have a very basic scene - background made of 25 tiles(256x256 texture each), and then a number of textured cubes(128x128 texture for each side of a cube ). However,when I try to display approx. more than 10 cubes, the performance becomes so sluggish that I can't even rotate the scene smoothly. I can't imagine how can I add more objects(player,enemies, all that kind of stuff) when it runs so slowly with 35 objects in total. I mean - games like Raging Thunder 2 probably display hundreds of objects at once(plus they do lots of computations behind the scenes) and they run super- smooth on my nexus one. What am I doing wrong? Could somebody help me please?
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Aug 25, 2010
I am learning Android development, specifically to eventually do OpengL 2.0 ES on it. So far I have read that the NDK supports Opengl 2.0 ES. However, is there also a Java API for it? If there is a Java API for it, which one is recommended? I know both C++ and Java, so it is not a big deal if I have to use the NDK, but I would prefer to work only in Java if possible and without a big performance hit.
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May 27, 2009
I am rendering this PNG with no transparency just fine: http://n4te.com/temp/test.png However if I try to render this PNG (with transparency) with the exact same code, I just get a white box: http://n4te.com/temp/ball.png
I am loading the PNG into a texture like this: Bitmap bitmap = BitmapFactory.decodeStream(input); int[] temp = new int[1]; gl.glGenTextures(1, temp, 0); textureID = temp[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); // GL_LINEAR for quality. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle();
I am using this blending: gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); How is it possible to render a PNG with transparency in OpenGL ES?
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Feb 23, 2010
I'm porting over some software from the iPhone, and the fact that I need to use ByteBuffers for my data structures in order to use OpenGL is killing me. My render loop takes 3ms to actually do the work and render screen, but I do need to perform a ByteBuffer clear / repopulate to update a dynamic texture. The bytebuffer clear, followed by the put() and position(0) to prepare for texture uploading takes about 100ms. This is WAY too slow. Is there a way around using ByteBuffers other than going the NDK route? The texture is 512x256 RGBA. should the ByteBuffer .clear() .put() and .position() be taking 100ms?
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May 10, 2010
glReadPixels is too slow, so I need another way. Without testing object by object, Is there any other way?
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Feb 5, 2010
I'm having problems with gluUnProject. I saw other discussions on this message base regarding this function and they did not solve my problem. When I use GLU.gluUnProject I get values that are close, but not quite right. I'm manually keeping track of my model matrix and I replicate the projection matrix manually. (I have also tried setting the projection matrix to identity and manually incorporating a projection matrix into my model matrix, and I ended up with the same results). I tried using the builtin GLU.gluUnProject function and I also implemented my own based on reading that source and reading the C GLU sources and both seemed to give substantially similar results. So I put together a small demo, trying to keep it as minimal as possible and still get the point across. Either this demo shows a misunderstanding I have of gluUnProject or it shows a bug in the function or opengl projections. Can someone check this over and see if I'm just doing something wrong or if there's a bug that needs to be filed? The files are here: http://www.thenewsh.com/~newsham/unproj/ In particular:
unproj.java - full source to example unproj-debug.apk - resulting apk file unproj - directory with full ant-buildable project unproj.zip - zip of directory
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Aug 26, 2010
I'm making a media player application in android where one part of my screen has a animation which is made in OpenGL (ofcourse with Android/JAVA).....So my screen consists of 2 parts:
1) Left hand side consists of all the widgets (using xml).
2) Right hand side consists of the animation made in OpenGL.
I'm able to make the Gui (xml part) and also the animation (opengl). Can i integrate the GUI made in XML file with the animation (made using GLSurfaceview)?
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