BTW, with Android 3.0 you can stream the camera directly into an
OpenGL texture by using the SurfaceTexture API.

On Mon, Jun 20, 2011 at 8:57 PM, gjs <[email protected]> wrote:
> Hi,
>
> I have done this successfully previously using a FrameLayout - adding
> GLSurfaceView, then (Camera Preview) SurfaceView and then other 2d
> overlay views - in that order, sound like you are doing the same or
> similar. Mine worked ok on HTC Hero with 1.5 & and HTC G1 with 1.6 but
> I've not tried since.
>
> For camera field of view, try outputting Camera.Parameters flatten()
> and examine, sometimes you will see parameter details in the string
> that do not have an explicit get/set api methods exposed, I don't know
> off hand what the details are for HTC Hero with 2.1.
>
> Regards
>
> On Jun 21, 1:26 pm, Adam Ratana <[email protected]> wrote:
>> Hi Nick, I am in a similar situation, if you happen to get this
>> working please let me know if you don't mind.  I've done an app which
>> uses the canvas API on top of the SurfaceView for this reason, but
>> that probably woudln't work or just take way too much time to
>> implement if you're dealing with opengl friendly data.
>>
>> As far as the camera list, what I'm finding is, the amount of phones
>> running 2.1 is decreasing, less than 6.5% of my paid users are on 2.1,
>> and 15% of free app users are on 2.1, the only reason the app I'm
>> doing is 2.1 compatible is because I still haven't updated my Galaxy S
>> to 2.2.  A lot of apps which do camera related things just support
>> 2.2+, it may be something to consider if knowing FOV is super
>> important.  I also looked for a list but didn't find anything.  Right
>> now I'm considering letting people just zoom what I'm drawing.
>>
>> On Jun 20, 7:43 am, Nickw <[email protected]> wrote:
>>
>>
>>
>>
>>
>>
>>
>> > Hi,
>>
>> > I'm developing an augmented-reality app in which I wish to overlay
>> > real-world data, specifically hiking trails from the OpenStreetMap
>> > project, on the phone's camera feed.
>>
>> > I'm getting this kind-of working, using the camera's SurfaceView
>> > stacked on the GLSurfaceView (yes, that way round, as documented by
>> > several on the web). However you can't always see both layers and in
>> > any case I've seen posts on here suggesting you're not supposed to
>> > overlay two SurfaceViews on each other.
>>
>> > However what I'm struggling to find is an alternative way of doing it.
>> > The method which springs to mind is to draw the OpenGL layer without
>> > using a GLSurfaceView (e.g. just a regular view) but can that be done?
>> > An alternative method is to send the feed to the GLSurfaceView as a
>> > texture but this seems a bit of a long winded way of doing it and if
>> > there are simpler alternatives, I'd prefer to go that route.
>>
>> > On another issue related to the same app, on Android 2.1 (and below)
>> > there is no way to use the API to find any of the camera field of view
>> > parameters, focal length, and so on. The specification for the HTC
>> > Hero does not mention any of those parameters, though I've estimated
>> > in the field a horizontal field of view of just under 40 degrees. It
>> > seems that for 2.1 and below one would have to use some sort of table
>> > mapping phone models to parameters, but again googling is drawing
>> > blanks. Is anyone aware of a list of models and camera FOV parameters?
>>
>> > Thanks,
>> > Nick
>
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-- 
Romain Guy
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
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