On Apr 3, 2:25 am, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:
> Thank you for your prompt reply.
>
> The refine my question, I'm trying what I read about in may other
> posts: 2D image processing.  I've been using the code sample you
> mentioned to try to render to a SurfaceView but have had some
> difficulty.  The gl method I'm used to using is DrawPixels and
> ReadPixels, but I have not been able to located these in the API.
> Instead it appears that I should either 1) render to a texture and
> then apply the texture to a square object displayed orthogonally or 2)
> render to a frame object or render buffer.  I would think the latter
> would provide more flexibility so I have been trying to determine how
> to use the glBindBuffer and glBindRenderBuffer methods.  My question
> is, once I render to a buffer other than the front buffer, how do I
> transfer the color information to the front buffer to display?
>
> Thanks
>
> On Apr 2, 8:29 am, David Given <[EMAIL PROTECTED]> wrote:
>
>
>
> > [EMAIL PROTECTED] wrote:
>
> > [...]
>
> > > Also, after rendering to a buffer, how does one move its contents to
> > > the display buffer?
>
> > Call post() on your OpenGLContext object.
>
> > See this file:
>
> >http://code.google.com/android/samples/ApiDemos/src/com/google/androi...
>
> > Currently render-to-screen seems to be unsupported, so you have to
> > render into a SurfaceView which gets composited as part of your UI ---
> > but it still seems to work reasonably efficiently.
>
> > --
> > David Given
> > [EMAIL PROTECTED] Hide quoted text -
>
> - Show quoted text -
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