android,google-maps,opengl-es-2.0,android-mapview,glsurfaceview
I asked a similar question to this one that had my source code. I seemed to have found a solution that works currently however, not sure how elegant it is... GLSurfaceView not appearing over MapView Basically, I separated my views (MapView and GLSurfaceView) into two fragments. Then I called them...
For closure's sake, a possible reason for a GL10 object not to respond is that it might have been passed by value to onDrawFrame(), and not by reference.
android,android-layout,android-view,glsurfaceview
It's an activity's root view and can be fetched like this: FrameLayout frame = (FrameLayout) findViewById(android.R.id.content); ...
android,opengl-es,bitmap,bitmapfactory,glsurfaceview
First of all i will recommended to you use android:largeHeap="true" in your manifest file. Secondary if that not helped to you look that http://stackoverflow.com/a/17839597/2956344 Also i recommend to you know about maximum texture size of your GLSufaceView to check limit of your bitmap resolution programmatically. Get Maximum OpenGL ES 2.0...
android,opengl-es-2.0,glsurfaceview,textureview
For cases where the frames are coming from Camera or MediaCodec there are some very efficient solutions. It sounds like you're generating or decoding the video in software, though, which puts a mild spin on things (though you do have a SurfaceTexture declared in your code, which is odd). The...
android,opengl-es,glsurfaceview
After closer analysis I noticed that the bug was in my code and has nothing to do with the question.
android,android-layout,opengl-es,opengl-es-2.0,glsurfaceview
I have found a solution to my problem. Just not sure if there is a better way of doing it. Basically, all I did was split up the two views (MapView and GLSurfaceView) into two different Fragments. Then used an Activity class to call the two fragments. The XML file...
android,android-mediaplayer,glsurfaceview
It might be easier to do this with a plain SurfaceView, handling the EGL setup and thread management yourself. There's little value in having a dedicated rendering thread if you're just blitting the video frame. (See Grafika for examples.) If you do stick with GLSurfaceView, you don't want or need...
android,opengl-es,surfaceview,glsurfaceview,textureview
SurfaceView and scrolling don't go well together, because the SurfaceView has two parts -- the Surface and the View -- and movement of one tends to lag behind movement of the other. The View is rendered by the app, but the Surface is composited by SurfaceFlinger, so window movement has...
GLSurfaceView is just a SurfaceView with some code wrapped around it to manage threads and the EGL context. They're not very different. SurfaceView has two parts, the "surface" and the "view". The view is part of the View hierarchy, and is generally just a transparent window used for the layout....
android,android-layout,glsurfaceview
I found solution (I got problematic device and test it). There is some tricky optimization with dirty rects, like a mask area where layers blending must be done, but these rects are not updated when needed. Calling parentView.requestLayout() after show hidden views forces to validate these dirty rects. Explanation for...
java,android,glsurfaceview,jpct
There's a couple of possibilities. One is that there is some interaction between your renderer threads that is causing lag. Another is that adding an additional layer has caused the system to perform additional GLES composition, and that's slowing you down. (See this doc for background.) The "objects are never...
android,opengl-es,glsurfaceview
Not really. When you switch Activities, all of the View-based UI for the old Activity is torn down, and the View elements for the new Activity are created. GLSurfaceView takes care of creating and destroying the EGL context as well. There are ways to keep surfaces around by playing games...
android,surfaceview,glsurfaceview,textureview,surfaceflinger
The answers to these and many other questions can now be found on the Android Open Source Project web site: Android System-Level Graphics The document begins with an explanation of the low-level infrastructure, and then explains how the higher-level features are built from them. The goal is not to provide...