Hi,how are you?
We use Opengl 2.0 to develop a video programme on android with nexus one.
We find that the fuction glTexImage2D is too slow,but we write a
shader programme accord to  the sample GL2JNILib.
I guess the GPU is not working, why it happened? how to fix it?
help me,please.Thank you very much.
----------------------some important  code---------------------------
       VideoView(Context context)
       {
                super(context);
       //       m_Activity=(hello)context;
                m_AndroidHolder = getHolder();
                m_AndroidHolder.addCallback(this);
                m_AndroidHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
                m_AndroidHolder.setFormat(PixelFormat.RGB_565);
    .
    .
    .}
------------------------------
 public void initEGL()
   {
       mEGL = (EGL10)EGLContext.getEGL();
       mGLDisplay = mEGL.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
       int[] curGLVersion = new int[2];
       mEGL.eglInitialize(mGLDisplay, curGLVersion);
       ConfigChooser configChooser=  new ConfigChooser(5, 6, 5, 0, 0, 0);
       mGLConfig = configChooser.chooseConfig(mEGL,mGLDisplay);
       mGLSurface = mEGL.eglCreateWindowSurface(mGLDisplay,
mGLConfig,m_View.m_AndroidHolder, null);
       int[] attrib_list = {0x3098, 2, EGL10.EGL_NONE };
       mGLContext = mEGL.eglCreateContext(mGLDisplay, mGLConfig,
EGL10.EGL_NO_CONTEXT, attrib_list);
       mEGL.eglMakeCurrent(mGLDisplay, mGLSurface, mGLSurface, mGLContext);
   }
------------------------------
               glActiveTexture ( GL_TEXTURE0 );
               glBindTexture ( GL_TEXTURE_2D, userData.textureId[0] );
               glUniform1i ( userData.samplerLocY, 0);
               glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
               glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
               glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, pict->data[0]);

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