framebuffer

How to draw the graph in framebuffer using c language..?

↘锁芯ラ 提交于 2019-11-29 20:42:30
i am new to this linux framebuffer so do anybody guide me to draw the line-graph in framebuffer. And i have the code to draw graph in turbo c but now in linux. So please help me out. Thank You, Rahul Use open() on the right file in /dev (eg. /dev/fb0 ), then use mmap() to map it into memory. Manpages will help for these syscalls if you do not know how to use them. Then there are some structures and constants for some ioctl() s in <linux/fb.h> . Like many kernel headers, you can learn a lot simply browsing the file. Particularly interesting is the ioctl FBIOGET_VSCREENINFO with struct fb_var

What's the concept of and differences between Framebuffer and Renderbuffer in OpenGL?

限于喜欢 提交于 2019-11-29 18:49:59
I'm confused about concept of Framebuffer and Renderbuffer. I know that they're required to render, but I want to understand them before use. I know some bitmap buffer is required to store the temporary drawing result. The back buffer. And the other buffer is required to be seen on screen when those drawings are in progress. The front buffer. And flip them, and draw again. I know this concept, but it's hard to connect those objects to this concept. What's the concept of and differences of them? This page has some details which I think explain the difference quite nicely. Firstly: The final

Draw Overlay in Android (system wide)

妖精的绣舞 提交于 2019-11-29 15:50:13
问题 Is there a way to draw an overlay window always on top of any android application? I am using Android x86 port and have system rights. @Edit: The view below the overlay should receive all events. 回答1: It's possible to do that by creating a Service that adds the view in the current WindowManager : public class OverlayService extends Service { @Override public void onCreate() { super.onCreate(); WindowManager windowManager = (WindowManager) getSystemService(WINDOW_SERVICE); View overlay = /*

OpenGL framebuffer: can clear it, but can't draw to it

蓝咒 提交于 2019-11-29 14:41:19
问题 On a Mac, I've got an OpenGL setup that is working just fine apart from framebuffers - texturing works, etc. So I know that texturing is enabled, I have a valid context, etc. All works flawlessly until I try to create a framebuffer. I created a framebuffer with glGenFramebuffers, glBindFramebuffer, and glFramebufferTexture2D, and glCheckFramebufferStatus is returning GL_FRAMEBUFFER_COMPLETE. If I then call glClear, followed by a call to glGetTexImage, the returned data shows that the glClear

Frame buffer module of python

[亡魂溺海] 提交于 2019-11-29 14:36:49
问题 I'm looking for a python module which can display jpg or png file to /dev/fb0 directly. I hope the the module can call and display the picture on screen by like this: show_photo(path_to_jpg, x, y, dev='/dev/fb0') I had searched such kind of python module on google for several days, and I found the link: [Module] Python Frame Buffer, but the website was not found. Now, I'm using C program and call by os.system() function, and it is too slow. Does there has a python module which can show the

Android: How can you get framebuffer (screenshot) on rooted device?

…衆ロ難τιáo~ 提交于 2019-11-29 02:58:48
问题 I tried : process = Runtime.getRuntime().exec("su -c cat /dev/graphics/fb0 > /sdcard/frame.raw"); process.waitFor(); but it doesn't work. My device is rooted. I see many answers that it requires rooted access, but no actual code to get the framebuffer. I also tried glReadPixels() but no luck. public void TakeScreen() { DisplayMetrics dm = new DisplayMetrics(); getWindowManager().getDefaultDisplay().getMetrics(dm); int width = dm.widthPixels; int height = dm.heightPixels; int screenshotSize =

How to write directly to linux framebuffer?

人盡茶涼 提交于 2019-11-29 00:08:40
How to write directly to linux framebuffer? look at FBIOPUT_VSCREENINFO, ioctl and mmap (I have the code but not at this pc, sorry) edit: this should get you started //open file descriptor and get info inf fdScreen = open( "devicename", O_RDWR ); fb_var_screeninfo varInfo; ioctl( fdScreen, FBIOGET_VSCREENINFO, &varInfo ); //set resolution/dpi/color depth/.. in varInfo, then write it back ioctl( fdScreen, FBIOPUT_VSCREENINFO, &varInfo ); //get writable screen memory; unsigned short here for 16bit color unsigned short* display = mmap( 0, nScreenSize, PROT_READ | PROT_WRITE, MAP_SHARED, fdScreen,

Reading the pixels values from the Frame Buffer Object (FBO) using Pixel Buffer Object (PBO)

爷,独闯天下 提交于 2019-11-28 23:34:43
Can I use Pixel Buffer Object (PBO) to directly read the pixels values (i.e. using glReadPixels) from the FBO (i.e. while FBO is still attached)? If yes, What are the advantages and disadvantages of using PBO with FBO? What is the problem with following code { //DATA_SIZE = WIDTH * HEIGHT * 3 (BECAUSE I AM USING 3 CHANNELS ONLY) // FBO and PBO status is good . . glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId); //Draw the objects Following glReadPixels works fine glReadPixels(0, 0, screenWidth, screenHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, (uchar*)cvimg->imageData); Following glReadPixels DOES

Using OpenGL Without X-Window System

半腔热情 提交于 2019-11-28 21:16:35
How to OpenGL on Linux Platform Without X-Window System, can I send OpenGL Graphics Directly to Framebuffer Device? There Is Project Named DirectFB (Direct FrameBuffer). With DirectFB We can do this but DirectFB needs for driver for each hardware and I want to user a graphic card that only have Linux driver. This is how i did it in my ubuntu 11.04 in detail: 1- Install the dependencies using the command: sudo apt-get install xutils-dev libpciaccess-dev x11proto-dri2-dev x11proto-gl-dev libxdamage-dev libxfixes-dev 2- The mesa library needs libdrm version >= 2.4.24 which is not available in the

Framebuffer FBO render to texture is very slow, using OpenGL ES 2.0 on Android, why?

不问归期 提交于 2019-11-28 19:56:28
I am programming an Android 2d game using opengl es 2.0. After I draw my sprites to the backbuffer I draw lights to a FBO and try to blend it to the back buffer again. When I draw the FBO to the framebuffer, even trasparent without any color, the framerates drops from 60 to 30 on a Samsung Galaxy w (it has an adreno 205 as gpu). I searched everywhere and tried everything, even if I draw a single sprite on the scene and blend a trasparent FBO texture to the screen the framerate drops. I tried other games with lighting effects on that phone and they run fine, almost every game is fine on that