Hi, I'm currently developping a sort of AR application. It basically features of a camera preview as a background and of the rendering of 3D objects as an overlay, inside the same fragment. Currently I use a SurfaceView for camera preview and an overlaying GLSurfaceView for the OpenGL rendering thread ; it works but I'd like to improve things.
First I'd like to use a TextureView for camera preview and keeping the GLSurfaceView for the OpenGL rendering engine. When I tried, the camera preview was black (but when I disabled the OpenGL rendering engine, it works). So I presume there's a kind of conflict between a TextureView and a GLSurfaceView, since the TextureView does some tricks with GL textures, as the GL rendering thread (3D objects are meant to be textured). My Question is : how can we have a TextureView and a GLSurfaceView coexist in the same app at the same time ? Secondly, would it be better to have 2 TextureView (one for camera, the other for GL rendering) or 1 TextureView shared by the camera and the GL thread ? I'd like to dissociate the camera preview from the display of 3D objects, and being able to disable one or the other. Thanks in advance, -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en