For what it's worth, I asked myself the same question and came to the conclusion based on Dianne's comments that one can't assume any arrangement of an OpenGL surface and Camera surface is certain to work reliably.
I'm currently projecting camera previews onto a textured quad to get a similar result (though the Camera API is extremely ill suited to it). Tom On Jul 19, 2009 6:39 PM, "indra" <[email protected]> wrote: Hello, I have openGL layered on top of camera view by using the 'workaround' specified at - http://groups.google.com/group/android-beginners/browse_thread/thread/489e56ea2a1d42a9 and it works great. However, has been mentioned before that surfaceviews were not designed to be layered ontop of each other - http://groups.google.com/group/android-developers/browse_thread/thread/4850fe5c314a3dc6 As you can notice in the code snippet thats mentioned in the first thread, to get openGL working on top of camera we are first setting the contentView to be the openGL view and then adding the camera (on top of it) instead of the other way around as one would expect it. I am assuming there's something strange going on in here as it has also been mentioned that Z-order is not supported on surface views - http://groups.google.com/group/android-developers/browse_thread/thread/7d08a124a2e48bb3 Now my question is will all devices have this behavior? Can I use this behavior in my app to get openGL layered on top of camera preview? Please answer this query, its soooo cooool to have openGL over the camera preview! It opens up for some amazing stuff! Regards, Indra http://layar.com --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

