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, 



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