[android-developers] Re: OpenGL ES problem: Trouble loading a bitmap texture (comes out blue)

2009-03-04 Thread Jon Colverson
I don't understand why you're trying to copy the texture from a Bitmap into an IntBuffer before setting it. Why not use GLUtils.texImage2D to load the Bitmap directly? -- Jon --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google

[android-developers] Re: OpenGL ES show case

2009-03-02 Thread opengl es
Note that the number displayed at the bottom is not the FPS, it is the time spent to render a frame (avg on 10 samplers) On Mar 1, 12:25 pm, opengl es fcalz...@gmail.com wrote: Hi, yes it uses the latest emulator package; the 1.1rc1 one, and didn't do anything specific foropengles franck

[android-developers] Re: OpenGL ES show case

2009-03-01 Thread opengl es
Hi, yes it uses the latest emulator package; the 1.1rc1 one, and didn't do anything specific for opengl es franck On Feb 27, 7:39 am, Sachin pandhare sachinpandh...@gmail.com wrote: Hi Franck, the performance looks good. this is on emulator if i am not wrong. does it use the latest

[android-developers] Re: openGL ... does it make sense?

2009-03-01 Thread Streets Of Boston
I wrote my app using OpenGL. It's The Gube. The phone is pretty good at rendering the OpenGL vertices, textures, lighting, etc. It works well for my app. There is a bit of a learning curve for OpenGL. But it's doable. It did it :-). The main thing to keep in mind that OpenGL is implemented as a

[android-developers] Re: OpenGL ES show case

2009-02-27 Thread Sachin pandhare
Hi Franck, the performance looks good. this is on emulator if i am not wrong. does it use the latest Android package as it is or with some modification for OpenGL ES ? Sachin On Feb 26, 2:39 pm, fcalzada fcalz...@gmail.com wrote: Hi all, here is a little video about my android opengl show

[android-developers] Re: OpenGL ES show case

2009-02-26 Thread Stoyan Damov
I love pool and can't wait for the game. You're doing a game, right? Right? I'll be your first customer ;) Cheers On Thu, Feb 26, 2009 at 11:39 AM, fcalzada fcalz...@gmail.com wrote: Hi all, here is a little video about my android opengl show case, which is actually a 3d pool game. It

[android-developers] Re: OpenGL ES show case

2009-02-26 Thread opengl es
Hi, Yes it's a game, but i'm not sure i'm gonna sell it... I'm not that good in graphics :) and I'm afraid about performances On Feb 26, 11:12 am, Stoyan Damov stoyan.da...@gmail.com wrote: I love pool and can't wait for the game. You're doing a game, right? Right? I'll be your first

[android-developers] Re: OpenGL ES show case

2009-02-26 Thread Stoyan Damov
I'd buy the pool w/ the current graphics :) or you could hire a designer and then sell it to the masses On Thu, Feb 26, 2009 at 12:46 PM, opengl es fcalz...@gmail.com wrote: Hi, Yes it's a game, but i'm not sure i'm gonna sell it... I'm not that good in graphics :) and I'm afraid about

[android-developers] Re: OpenGL ES show case

2009-02-26 Thread Mihai
Hey, I think it looks pretty decent and once you polish it and finish it, I don't think you got anything to loose by putting it out for sale. Well, except the 25$ you need to open an Android Market account :). Cheers, Mihai On Feb 26, 12:46 pm, opengl es fcalz...@gmail.com wrote: Hi, Yes

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-26 Thread Jon Colverson
On Feb 25, 1:10 am, focuser linto...@gmail.com wrote: My question is how to get those matrices?  I tried gl.glGetIntegerv (GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES, model, 0); and ((GL11) gl).glGetFloatv(GL11.GL_MODELVIEW_MATRIX, modelf, 0); but the first one returns an array of zeros,

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-26 Thread Streets Of Boston
I had similar issues: - Where to obtain the model-view and the project-view matrices. - gluUnProject did not seem to work... it returned results i did not expect. I solved these issues: - I borrowed code from the MatrixGrabber.java you can find in the API Demos examples. This class contains

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-26 Thread focuser
hmm, thanks a lot for replies from both of you! It's surprising though that gluUnProject didn't work. There is a comment in MatrixTrackingGL.java * Note: the actual matrix may differ from the retrieved matrix, due * to differences in the way the math is implemented by GLMatrixWrapper * as

[android-developers] Re: OpenGL ES show case

2009-02-26 Thread shaun
This looks pretty promising. Keep it up! Did you use any extensions from GL11 or any other OpenGL ES 1.1 features (undocumented)? If so, please post information to this thread: http://groups.google.com/group/android-developers/browse_thread/thread/1d94cd6cc4554e8e I am interested in the

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-26 Thread Streets Of Boston
Here is the code. This code uses arrays that are declared static (less memory allocations). It is not thread-safe at all. You could infer the thread- safe version of this method through the comments. private static final float[] _tempGluUnProjectData = new float[40]; private static final int

[android-developers] Re: OpenGL texture is upside down

2009-02-25 Thread and.pradeep
fill texture buffer starting from upper right coordinate, u would find it right. On Dec 29 2008, 5:33 am, Tom H tomhi...@gmail.com wrote: Hello.  I'm trying to map atextureon a surface, but it's showing up inverted (upside down).  It works correctly in WindowsOpenGL.  Here are the relevant

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-25 Thread focuser
anyone please? On Feb 24, 5:10 pm, focuser linto...@gmail.com wrote: Hi, I'm trying to convert window coordinates to object coordinates. There's a gluUnProject in GLU class, which requires current modelview, projection matrices and viewport. My question is how to get those matrices?  I

[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-25 Thread focuser
up.. On Feb 25, 10:37 am, focuser linto...@gmail.com wrote: anyone please? On Feb 24, 5:10 pm, focuser linto...@gmail.com wrote: Hi, I'm trying to convert window coordinates to object coordinates. There's a gluUnProject in GLU class, which requires current modelview, projection

[android-developers] Re: openGL colors

2009-02-22 Thread kostmo
*bump* I'm encountering this problem on my G1, but not in the emulator. Any news on this front? On Jan 21, 4:03 pm, Patrick bpatm...@gmail.com wrote: I'm writing some 3D rendering code, having started from the API demos to get the SurfaceHolder and openGL initialization/refresh logic. The

[android-developers] Re: opengl es texture created from bitmap is all white?

2009-02-18 Thread Jon Colverson
On Feb 18, 6:03 am, Rye ryeterr...@gmail.com wrote: mOverlay = Bitmap.createBitmap((int)mWidth, (int)mHeight, ... c.drawCircle(160, 240, 10, p); Are mWidth and mHeight powers of two? Non-power of two textures are supported on the emulator but not on the accelerated GL driver on the Dream (G1

[android-developers] Re: opengl es texture created from bitmap is all white?

2009-02-17 Thread Romain Guy
Why are you using the ARGB_ mode? On Tue, Feb 17, 2009 at 10:03 PM, Rye ryeterr...@gmail.com wrote: All the textures I create from my resource files are fine, but when I create a texture in the following way... code mOverlay = Bitmap.createBitmap((int)mWidth, (int)mHeight,

[android-developers] Re: opengl es texture created from bitmap is all white?

2009-02-17 Thread Rye
I've tried the mode as well, but the mode was the one used in the sprite text example. On Feb 18, 12:05 am, Romain Guy romain...@google.com wrote: Why are you using the ARGB_ mode? On Tue, Feb 17, 2009 at 10:03 PM, Rye ryeterr...@gmail.com wrote: All the textures I create

[android-developers] Re: openGL normal mapping

2009-02-09 Thread suhas gavas
Hi Patrik, It can be possible . like i have used some of GL11 apis like VBO . so give it a try . Just type cast it and use Regards, sUHAS On Tue, Feb 10, 2009 at 5:13 AM, Patrick bpatm...@gmail.com wrote: Is it possible at this time to get normal mapping to work on

[android-developers] Re: OpenGL-ES 2.0 support

2009-02-05 Thread Dave Sparks
We are planning Open GL ES 2.0 hardware binding support for Donuts (the next release). There will not be a software renderer, so you'll need to have hardware that supports it. Theoretically it should be possible write a software renderer as well. On Feb 5, 3:55 am, AndroidDev son...@hotmail.com

[android-developers] Re: OpenGL ES 1.1 - Point Sprites

2009-02-04 Thread suhas gavas
Hi, By type casting, it will work .. i have also used GL11 apis like vertex buffer objects and they worked fine On Wed, Feb 4, 2009 at 7:27 PM, hbk723 mark.wissmuel...@gmail.com wrote: The documentation says that OpenGL ES 1.1 support is not complete. Does this mean that if

[android-developers] Re: opengl gc

2009-01-30 Thread Steven Lagerweij
I found that GC can be prevented when using VBOs, nice and steady, high fps too. But still it would be nice to see the source and/or know what is going on when using Buffers instead. Anyone? Thanks On Thu, 2009-01-29 at 18:02 +0100, Steven Lagerweij wrote: I've been playing with OpenGL but am

[android-developers] Re: opengl gc

2009-01-30 Thread fadden
On Jan 30, 2:34 am, Steven Lagerweij ste...@t41.nl wrote: I found that GC can be prevented when using VBOs, nice and steady, high fps too. But still it would be nice to see the source and/or know what is going on when using Buffers instead. Anyone? You can use the allocation tracker tab in

[android-developers] Re: OpenGL texture is upside down

2008-12-30 Thread clark
On Dec 29, 9:18 pm, Tom H tomhi...@gmail.com wrote: I'm using texture coordinates with the origin in the lower left corner, like I should. I haven't messed around with OpenGL ES, but in OpenGL you can change the orientation by changing the texture coordinates origin. Instead of starting

[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tomei Ningen
I think Android wants texture to use upper-left as the origin. Have you checked API demo? --- On Sun, 12/28/08, Tom H tomhi...@gmail.com wrote: From: Tom H tomhi...@gmail.com Subject: [android-developers] OpenGL texture is upside down To: Android Developers android-developers@googlegroups.com

[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tom H
I just checked TriangleRenderer.java in the API demos (API Demos / Graphics / OpenGL ES / Textured Triangle). It's upside down too. On Dec 29, 5:38 pm, Tomei Ningen tomei.nin...@yahoo.com wrote: I think Android wants texture to use upper-left as the origin. Have you checked API demo? ---

[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tom H
I just checked TriangleRenderer.java in the API demos (API Demos / Graphics / OpenGL ES / Textured Triangle). It's upside down too. On Dec 29, 5:38 pm, Tomei Ningen tomei.nin...@yahoo.com wrote: I think Android wants texture to use upper-left as the origin. Have you checked API demo? ---

[android-developers] Re: OpenGL on T-Mobile G1: How to turn OpenGL on and off with SurfaceHolder ?

2008-12-26 Thread Mathias Agopian
Hi, On Dec 26, 5:00 am, Toothy Bunny hongkun...@gmail.com wrote: Hi All, When designing a 3D game running on Android, we need to enter into 3D (OpenGL) rendering and quit back to 2D rendering from time to time, like this control flow: game title page (2D) - game main menu (2D) - game window

[android-developers] Re: OpenGL on T-Mobile G1: How to turn OpenGL on and off with SurfaceHolder ?

2008-12-26 Thread Toothy Bunny
Hi Mathias, Thanks for your suggestion. I think you misunderstood my question. I am not asking about how to make 2D and 3D rendering working together on the same surface at the same time, in fact, we are not mixing lockCanvas()/UnlockCanvasAndPost() with OpenGl eglMakeCurrent()/ eglSwapBuffers()

[android-developers] Re: OpenGL backed Canvas

2008-12-16 Thread fcalzada
i found out how to make 2d over 3d. It's in the android samples... look for this thread '2D over 3D' Franck On Dec 15, 2:21 pm, rollbak roll...@gmail.com wrote: Ok, thanks. But why is still in the docs? It is planned to enable it in a near future? I really need to mix 2d with 3d in my

[android-developers] Re: OpenGL backed Canvas

2008-12-15 Thread rollbak
Ok, thanks. But why is still in the docs? It is planned to enable it in a near future? I really need to mix 2d with 3d in my apps. Which do you think is the best way to achieve it? Thanks, Lucas On Dec 15, 10:55 am, Romain Guy romain...@google.com wrote: Hi, This is a feature that we

[android-developers] Re: OpenGL backed Canvas

2008-12-15 Thread Romain Guy
Hi, This is a feature that we disabled in Android 1.0. You cannot use it at the moment. On Mon, Dec 15, 2008 at 1:07 PM, rollbak roll...@gmail.com wrote: Hello, I was wondering how is the way to use the Canvas constructor that receives a GL context as parameter:

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-07 Thread Mathias Agopian
Hi, The G1 h/w doesn't support non power-of-two texture (NPOT) dimensions. However, Android's software implementation does. In order to know if a particular opengl context supports NPOT, you need to check for the npot extension string. When the extension is not available, you have to use a

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-07 Thread Xavier Mathews
Hi I think there is a program app or something for power two bitmap for the G1 did you check the market. I can't remember what it was called but someone was having this problen with support and found the app. On 12/07/2008, Mathias Agopian [EMAIL PROTECTED] wrote: Hi, The G1 h/w doesn't

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-05 Thread Guian
I found this way to used non power of two size picture as a texture and the textured is filled with black but it doesn't matter : QUOTE : Find the smallest power of 2 testure that still contains the non-power-of-two (NPOT) texture. Then adjust texture

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-05 Thread Guian
here is my solution : (very simple with the Bitmap from android SDK ;) ) its NOT possible to load non power of two size bitmap as texture but it's very easy to resize our bitmap ;) = [syntax=java] //correct the bitmap if its not a power of two width

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-05 Thread Robert Green
I was not talking about scaling but instead talking about texture mapping which is known as UV or UVW mapping by some and ST mapping by openGL guys. In the past I've been able to use 3dsmax to do my UVW map and then export it along with my mesh but I haven't gotten into all of that with Android

[android-developers] Re: OpenGL Troubles on the G1

2008-12-05 Thread CaseyB
I've gone through my code and the Kube code and they look the same! The only thing that I can see that's different is that I use GL_FLOAT when I define my verts and normals and the Kube program used GL_FIXED. Could it be that the G1 doesn't support floating point coordinates? On Dec 3, 10:57 

[android-developers] Re: OpenGL Troubles on the G1

2008-12-05 Thread CaseyB
It was the ColorArrays!! When I take out gl.glEnableClientState (GL10.GL_COLOR_ARRAY); it works, add it back in and it doesn't! On Dec 5, 9:34 pm, CaseyB [EMAIL PROTECTED] wrote: I've gone through my code and the Kube code and they look the same! The only thing that I can see that's different

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-04 Thread Dianne Hackborn
I believe the G1 hardware does not support non-power-of-2 textures. On Thu, Dec 4, 2008 at 8:48 AM, Guian [EMAIL PROTECTED] wrote: in the OpenGL android API (android.opengl.GLUtils.texImage2D() ) ( http://code.google.com/android/reference/android/opengl/GLUtils.html ) we can read=

[android-developers] Re: OpenGL context = how to load non power of two dimension bitmap?

2008-12-04 Thread Robert Green
Pretty much the rule with 3D stuff is that you always use power-of-2 size textures. Many times the texture won't be filled all the way with usable stuff (lots of black area) but that doesn't matter because you only really care about the areas within the UV maps anyway. On Dec 4, 8:39 pm, Dianne

[android-developers] Re: OpenGL Troubles on the G1

2008-12-03 Thread David Turner
the emulator only runs the Android software OpenGL renderer; while the G1 comes both with the software renderer and a hardware-accelerated one that talks to the graphics chip. Which one your application will end up using depends on which GL configuration you're asking for (I believe that you'll

[android-developers] Re: OpenGL Troubles on the G1

2008-12-03 Thread CaseyB
I'm using the GLSurfaceView from the examples and here's all of my initialization code: /***[Activity]***/ public class OpenGLES extends Activity { GLSurfaceView mView; /** Called when the activity is first created. */ @Override public void

[android-developers] Re: opengl changes in new sdk

2008-11-28 Thread Guian
I'm looking for this solution too... If you already found it can you explain me please ? On Nov 3, 6:05 pm, petunio [EMAIL PROTECTED] wrote: Hi there I used to use the following sentence: OpenGLContext mGLContext = new OpenGLContext(0); in the old (3) sdk. Now, with the new one, it seems

[android-developers] Re: opengl changes in new sdk

2008-11-28 Thread Ralf
You could try to look at some of the OpenGLES samples in apps-for-android: http://code.google.com/p/apps-for-android/source/browse/#svn/trunk/Samples/OpenGLES R/ On Mon, Nov 3, 2008 at 9:05 AM, petunio [EMAIL PROTECTED] wrote: Hi there I used to use the following sentence: OpenGLContext

[android-developers] Re: OpenGL Hardware Acceleration in G1

2008-11-17 Thread razialx
Excellent. Thanks everyone. On Nov 16, 9:42 pm, Romain Guy [EMAIL PROTECTED] wrote: OpenGl is hardware accelerated on the G1 On Nov 16, 2008 6:07 PM, razialx [EMAIL PROTECTED] wrote: DSmith: Right, but Android does not require hardware acceleration of the OpenGL ES Api. Do you happen to

[android-developers] Re: OpenGL Hardware Acceleration in G1

2008-11-16 Thread razialx
DSmith: Right, but Android does not require hardware acceleration of the OpenGL ES Api. Do you happen to know if it hardware accelerates the OpenGL or if it is a software implementation? Thanks. On Nov 15, 12:18 pm, DSmith [EMAIL PROTECTED] wrote: Android supports OpenGL ES, which is a subset

[android-developers] Re: OpenGL Hardware Acceleration in G1

2008-11-16 Thread Romain Guy
OpenGl is hardware accelerated on the G1 On Nov 16, 2008 6:07 PM, razialx [EMAIL PROTECTED] wrote: DSmith: Right, but Android does not require hardware acceleration of the OpenGL ES Api. Do you happen to know if it hardware accelerates the OpenGL or if it is a software implementation?

[android-developers] Re: OpenGL Hardware Acceleration in G1

2008-11-15 Thread DSmith
Android supports OpenGL ES, which is a subset of the OpenGL API. On Nov 14, 7:59 pm, Romain Guy [EMAIL PROTECTED] wrote: Yes. :) On Fri, Nov 14, 2008 at 10:39 AM, razialx [EMAIL PROTECTED] wrote: I have not been able to find anything definitive on this yet, despite searching. Does the

[android-developers] Re: OpenGL Hardware Acceleration in G1

2008-11-14 Thread Romain Guy
Yes. :) On Fri, Nov 14, 2008 at 10:39 AM, razialx [EMAIL PROTECTED] wrote: I have not been able to find anything definitive on this yet, despite searching. Does the G1 support hardware acceleration for OpenGL? Thank you, Tim -- Romain Guy www.curious-creature.org

[android-developers] Re: OpenGL

2008-11-07 Thread petunio
Hi mate yes, I did implement the surfaceHolder.callback thing. I am actually getting the message when the surface is created, but even though I keep getting the blank screen and yes, I based my example on the GLSurfaceView... thanks anyway On Nov 7, 6:09 pm, DSmith [EMAIL PROTECTED] wrote:

[android-developers] Re: OpenGL Basics

2008-11-04 Thread JavaAndroid
Hi Smith, Thanks a Million for ur response..After going through several times i m able to understand GLSurfaceView to some extent.but still some portion of the code remains obscure Correct me if am wrong.it looks like the animation which we want to display should be

[android-developers] Re: OpenGL Basics

2008-11-03 Thread DSmith
If you just want to get some animation running quickly, don't worry about understanding GLSurfaceView: reuse it as is and concentrate on understanding the CubeRenderer class. You can even reuse most of that class, just rewrite the drawFrame method to draw what you want. DSmith

[android-developers] Re: OpenGL light strange behaviour

2008-10-30 Thread Steff
Hi I found out myself that I needed to give normal-vectors to the OpenGL engine. I went back to this question to explain what my solution was, just to see that someone already had explained what the problem was. Thanks anyway. Regards Per Steffensen

[android-developers] Re: OpenGL light strange behaviour

2008-10-29 Thread Steff
I also use: gl.glEnable(gl.GL_COLOR_MATERIAL); On Oct 29, 6:31 pm, Steff [EMAIL PROTECTED] wrote: Hi I am playing with OpenGL and especially light in OpenGL. I have tried to set light in the GLSurfaceView application in ApiDemos (Under Graphics / OpenGL ES). I just try to set the

[android-developers] Re: OpenGL ES documentation/tutorial suggestions

2008-10-03 Thread Nikkelitous
Thank you. I went and grabbed a copy and it definitely seems to meet all my requirements quite well. It covers everything from history of OpenGL ES and M3G (a competing API) to the math behind the 3d environment. It's an incredible resource and I'm shocked I wasn't referred to it earlier. I'd

[android-developers] Re: OpenGL ES documentation/tutorial suggestions

2008-10-02 Thread Steve Oldmeadow
I would recommend the book Mobile 3D Graphics with OpenGL ES and M3G by Karri Pulli and others. You may not be interested in the M3G stuff but the book is worth it for the introductory 3D and OpenGL ES coverage. This book was also recommended by the developer of the Oolong 3D engine for the

[android-developers] Re: OpenGL and Android layouts

2008-07-25 Thread [EMAIL PROTECTED]
Yes you can, you should use an overlay. for more details see here http://tkcodesharing.blogspot.com/2008/05/porting-monolithandroid-from-m3-to-m5.html --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android

[android-developers] Re: OpenGL ES Frame Buffers

2008-04-02 Thread [EMAIL PROTECTED]
Thank you for your prompt reply. The refine my question, I'm trying what I read about in may other posts: 2D image processing. I've been using the code sample you mentioned to try to render to a SurfaceView but have had some difficulty. The gl method I'm used to using is DrawPixels and

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