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
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You received this message because you are subscribed to the Google
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
*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
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
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,
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
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
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
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
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
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
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
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
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?
---
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?
---
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
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()
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
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
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:
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
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
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
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
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
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
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
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=
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
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
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
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
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
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
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
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 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
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
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:
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
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
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
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
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
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
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
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Groups Android
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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