Hi Robert,
Even I have a similar issue. The glTexSubImage2D API was taking long
time and sometime it was blocking ( in loadTexture() function ). So we
are creating a pixmap and then creatin a EGL Image of using
eglCreateImageKHR API and then calling glEGLImageTargetTexture2DOES
API . I've also
Hi,
I'm writing this part for video output.
This is for video output at most of the time. Our decoder write the
screen to a pixel buffer. And then I need to draw it to the screen.
So, you mean, I can use FBO to do this? I'm not very familiar with fbo
stuffs. Could you give more hint?
Thank
Sorry, I mean write the frame to a pixel buffer.
I think fbo is a ES2 feature, right? What about the other ES1 phones?
As a developer, you can't just give up the 75% users.
On 4月19日, 下午2时20分, Eong eong.c...@gmail.com wrote:
Hi,
I'm writing this part for video output.
This is for video
In that case you have a problem indeed. Frame buffer objects will not
be of any help in your situation. Speaking in absolutes is always a
problem but i think for your problem at hand you will have to abonden
OpenGL for the time being. I'm not aware of an alternative but
remember another thread on
我觉得这个事情也不太妥.
It's not a good choice to update texture(huge texture) every frame.
(and yes, nexus one has its issues)
I think the better solution for video output in game development is
let your video be a standard mpeg file. And Launch a new activity to
play it.
On Apr 19, 2:40 pm, Eong
Thanks, Mario.
I think it's somewrong with the driver or the chip. It's not just a
bandwidth problem. If it's really a bandwidth problem, it only has 1/7
bandwidth of milestone? (150ms compare to 20ms with a full screen
tex).That's very funny.
I'm working on some libs, which will be used for our
Eong,
All Mario and I are trying to say is that the thing you are trying to
do (upload textures every frame) is generally not considered a good
practice and workarounds usually exist that are more efficient,
especially if you can target higher levels of opengl or use extensions
like
Robert,
Sorry, it's not text, it's tex. I just use this to draw the
background.
I just want to know why nexus one is so slow with this. It takes
20ms on my milestone but it takes at least 80ms on the nexus one, for
one frame.
On 4月17日, 上午2时08分, Robert Green rbgrn@gmail.com wrote:
Eong,
It seems that the msm chips are notorious for having a low bandwidth.
There's really no solution to that problem other than
1) lowering your texture size
2) lowering the bit depth of the texture, e.g. instead of using
RGBA use RGBA444 or RGB565
2) uploading your texture in patches, e.g. split
I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a few threads about this but
no solution.
On 4月16日, 下午9时15分, Felipe Silveira webfel...@gmail.com wrote:
Just a guess: It can be the same error reported
Eong,
You said you are uploading every frame just to draw text? There are
much more efficient ways to do that.
On Apr 16, 11:14 am, Eong eong.c...@gmail.com wrote:
I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a
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