How come I recognize so many of these findings? ;-) > 4. I believe that processing breaks down whenever I spend too much > time in the onPreviewFrame function.
That's what I observed too: so do the heavy duty image processing outside onPreviewFrame(), with supplementary frame skipping and subsampling as needed. Then there is no problem quitting the app either. > I'd incurr an extra copy of the YUV_422 byte[] buffer from > onCameraFrame into the Thread prior to processing. Yes, you need to take care of the limited data[] lifetime in onPreviewFrame(). > Between this and skipping frames that overlap the frame-processing thread, > this might drastically reduce the filter/display speed. I doubt that the buffer copying matters (especially when using arraycopy) as compared to the time lost in decoding the preview image (pixel-by-pixel) for lack of an Android API with a native decoding method for the preview format(s). > I've looked at various offsets within each expected set of 6 bytes for each 2 > pixels. For the Y (luminance) part just use the first block in data[]: the colors are not interleaved with Y; Y is in one block of bytes with offset zero in data[], with one byte per pixel. So decoding Y is easy, and identical for emulator and G1 (except for the stride due to preview image size differences: default 176x144 vs 480x320). Regards --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---