Hi all,
I'm the developer of AndAR, an project that brings Augmented Reality
to Android:
http://code.google.com/p/andar/
http://www.youtube.com/watch?v=VJ5QUlDX8nQ
It runs well on the Nexus one and the G1, both phones I can test my
software on. Though milestone users seem to have some trouble with
hi,
I'm currently developing a application, that needs to draw video
frames(the camera preview) as the background of a opengl scene. To do
so, I currently use a quad to which I assign a texture containing the
video frame. as opengl uses shared memory the images will be copied
from one RAM location
, and the transformation therefor be handled at runtime?
thank you :D
On 22 Feb., 21:29, "tdom...@googlemail.com"
wrote:
> hey,
> thanks for your information, that really helped :D
>
> The HTC Dream has MSM7201A as CPU.
> I found the following spec for
> it:http://pdadb.n
point at that point (and the driver performs floats->fixed
> point conversions for you).
>
> The only way to tell is to benchmark on specific devices and compare the
> results.
>
> On Mon, Feb 22, 2010 at 2:26 AM, tdom...@googlemail.com <
>
> tdom...@googlemail.com>
I'm currently developing a application on a HTC Dream aka T-mobile G1.
afaik the processor has a FPU coprocessor, called VFP (Vector Floating
Point) in ARM terms. So far I couldn't find any information about if
the FPU is used for floating point calculations or if those are
emulated in software. do
I managed to use the referenced C code, through JNI. this seems to
work. the code can be found in the svn repository.
regards
tobi
On 7 Jan., 19:10, "tdom...@googlemail.com"
wrote:
> Hi,
> I want to display the preview frames of an android smartphone on an
> opengl texture
Hi,
I want to display the preview frames of an android smartphone on an
opengl texture. As opengl es only support RGB and the preview frame is
encoded with YCbCr 4:2:0. Therefor I have to convert from one to the
other. Though I wasn't successful in doing so, so far. Maybe someone
can help me with i
phics/CameraPreview.html
But I want to draw the camera preview on an opengl object, through
textures, do I really need to do that?
On 11 Dez., 23:10, "tdom...@googlemail.com"
wrote:
> >You need to call setPreviewDisplay in surfaceChanged.
>
> ok thanks I will try that later.
>
ause not
> every device support 240x160. Use getPreviewSize in 1.6 or use
> getSupportedPreviewSizes in 2.0.
>
> On Fri, Dec 11, 2009 at 3:47 AM, tdom...@googlemail.com <
>
> tdom...@googlemail.com> wrote:
> > hi,
> > I'm trying to get the preview images of the and
; example, it will say ESD20 in the midst of that long string.
>
> Also, I'm wondering, is it sufficient to exit the application to restore the
> device's normal behavior?
>
> I appreciate the information if you're willing to reply. Thanks!
>
> Stephen.
>
> On T
?
>
> Thanks!
>
> On Thu, Dec 10, 2009 at 11:47 AM, tdom...@googlemail.com <
>
> tdom...@googlemail.com> wrote:
> > hi,
> > I'm trying to get the preview images of the android Camera onto a
> > opengl texture. I have been successful so far, it works most
hi,
I'm trying to get the preview images of the android Camera onto a
opengl texture. I have been successful so far, it works most of the
times. Though sometimes I will just get a black screen when starting/
resuming the application. I have been debugging for days, not finding
any clue.
When debugg
for all those gl*Pointer functions you need to create bytebuffers
through ByteBuffer.allocatedirect. when you want to load a texture
through glteximage2d you need to supply a bytebuffer, too. can this be
a "normal" bytebuffer or do I have to create this one too via
allocatedirect?
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