There is a dearth of high-quality information on this topic -- any updates
on the crashes or on syncing the thread, or on best practices using
TextureView with OpenGL? I'm looking to migrate from GLSurfaceView to
TextureView to work around some issues with view composition, but the lack
of an
Hi Romain,
I am wondering about the Thread.sleep() call in the rendering thread's run
loop. Is that technically necessary? If so, may I ask why? And if so, then
how would one implement a high-framerate OpenGL game (for instance) using
TextureView?
What prompted these questions is that I have
The TextureView documentation states that it can be used to render
OpenGL content.
In the blog post announcing TextureView, it states:
A TextureView can just as easily be used to embed an OpenGL scene in
your application. As of Android 4.0, eglCreateWindowSurface() can be
used to render into a
GLSurfaceView handles GL setup for you, which TextureView will not do. A
TextureView can be used as the native window when you create an EGL
surface. Here is an example (the interesting part is the call
to eglCreateWindowSurface()):
@Override
public void
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