[android-developers] Re: 2d Canvas over Opengl (Flickering !!)

2008-12-09 Thread fcalzada

I found the best solution in  the Sample code of course.

you can look at these classes:
 - LabelMaker
 - NumericSprite

Franck


On Dec 2, 11:42 am, fcalzada [EMAIL PROTECTED] wrote:
 Hi petunio,

 you said I managed (after a lot of problems) to put2Dgraphics on
 top of3D.
 I'm trying hard to do the same, and i don't find a solution.
 how did you do ?

 thanks a lot

 On Nov 27, 3:09 pm, petunio [EMAIL PROTECTED] wrote:

  Hi all

  does anybody know what am I doing wrong?

  I managed (after a lot of problems) to put2Dgraphics on top of3D.
  But the2Dgraphics are flickering...

  this is the main loop:

  public void drawFrame(GL10gl, my3DObject world, Canvas myCanvas)
  {
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT);
        gl.glClearColor(0, 0, 0, 1);

        world.draw(gl);          //draws the3Dworld, it works...

        drawIcons(myCanvas);             //draws the2Dgraphics. the
  ones that are flickering...

        mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);

  }

  Also, in the SurfaceCreated method I obtain the canvas, by doing:
  myCanvas=mHolder.lockCanvas();
  and then, when the surface is destroyed, I do:
  mHolder.unlockCanvasAndPost(myCanvas);

  Any help would be very appreciated
  Thanks!


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[android-developers] Re: 2d Canvas over Opengl (Flickering !!)

2008-12-09 Thread Dianne Hackborn
There is an Api demo showing how arbitrary views can be positioned on top of
a SurfaceView, if you want a true overlay.

On Tue, Dec 2, 2008 at 2:42 AM, fcalzada [EMAIL PROTECTED] wrote:


 Hi petunio,

 you said I managed (after a lot of problems) to put 2D graphics on
 top of 3D.
 I'm trying hard to do the same, and i don't find a solution.
 how did you do ?

 thanks a lot

 On Nov 27, 3:09 pm, petunio [EMAIL PROTECTED] wrote:
  Hi all
 
  does anybody know what am I doing wrong?
 
  I managed (after a lot of problems) to put 2D graphics on top of 3D.
  But the 2D graphics are flickering...
 
  this is the main loop:
 
  public void drawFrame(GL10gl, my3DObject world, Canvas myCanvas)
  {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(0, 0, 0, 1);
 
world.draw(gl);  //draws the 3D world, it works...
 
drawIcons(myCanvas); //draws the 2D graphics. the
  ones that are flickering...
 
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
 
  }
 
  Also, in the SurfaceCreated method I obtain the canvas, by doing:
  myCanvas=mHolder.lockCanvas();
  and then, when the surface is destroyed, I do:
  mHolder.unlockCanvasAndPost(myCanvas);
 
  Any help would be very appreciated
  Thanks!
 



-- 
Dianne Hackborn
Android framework engineer
[EMAIL PROTECTED]

Note: please don't send private questions to me, as I don't have time to
provide private support.  All such questions should be posted on public
forums, where I and others can see and answer them.

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[android-developers] Re: 2d Canvas over Opengl (Flickering !!)

2008-12-02 Thread fcalzada

Hi petunio,

you said I managed (after a lot of problems) to put 2D graphics on
top of 3D.
I'm trying hard to do the same, and i don't find a solution.
how did you do ?

thanks a lot

On Nov 27, 3:09 pm, petunio [EMAIL PROTECTED] wrote:
 Hi all

 does anybody know what am I doing wrong?

 I managed (after a lot of problems) to put 2D graphics on top of 3D.
 But the 2D graphics are flickering...

 this is the main loop:

 public void drawFrame(GL10gl, my3DObject world, Canvas myCanvas)
 {
       gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT);
       gl.glClearColor(0, 0, 0, 1);

       world.draw(gl);          //draws the 3D world, it works...

       drawIcons(myCanvas);             //draws the 2D graphics. the
 ones that are flickering...

       mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);

 }

 Also, in the SurfaceCreated method I obtain the canvas, by doing:
 myCanvas=mHolder.lockCanvas();
 and then, when the surface is destroyed, I do:
 mHolder.unlockCanvasAndPost(myCanvas);

 Any help would be very appreciated
 Thanks!
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[android-developers] Re: 2d Canvas over Opengl (Flickering !!)

2008-11-27 Thread Stoyan Damov

I know shit about opengl, but re drawing the 2D - you shouldn't lock
the canvas in surfaceCreated, just get a reference to the holder
there. Then when you're about to draw call holder.lockCanvas, draw on
the canvas and in a finally block call unlockCanvasAndPost.

On Thu, Nov 27, 2008 at 4:09 PM, petunio [EMAIL PROTECTED] wrote:

 Hi all

 does anybody know what am I doing wrong?

 I managed (after a lot of problems) to put 2D graphics on top of 3D.
 But the 2D graphics are flickering...

 this is the main loop:

 public void drawFrame(GL10 gl, my3DObject world, Canvas myCanvas)
 {
  gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
  gl.glClearColor(0, 0, 0, 1);

  world.draw(gl);  //draws the 3D world, it works...

  drawIcons(myCanvas); //draws the 2D graphics. the
 ones that are flickering...

  mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
 }

 Also, in the SurfaceCreated method I obtain the canvas, by doing:
 myCanvas=mHolder.lockCanvas();
 and then, when the surface is destroyed, I do:
 mHolder.unlockCanvasAndPost(myCanvas);

 Any help would be very appreciated
 Thanks!
 


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