glsurfaceview

Filter on playing video on GLSurfaceView at runtime

你。 提交于 2019-12-24 07:18:55
问题 I used https://github.com/krazykira/VidEffects to apply filter on playing video. But I want to change the filter on click of button at runtime without any glitch on playing video. According to Applying Effects on Video being Played I should use mVideoView.init(mMediaPlayer,new filter) whenever I want to change filter.But there is no effect on playing video Can someone help me... I am not experienced in using GLSurfaceView. Here is my java class public class MainActivity extends Activity {

eglCreateWindowSurface fails with java.lang.IllegalArgumentException

北慕城南 提交于 2019-12-21 05:05:36
问题 When trying to press the back button quickly during launching some Activities with GLSurfaceView , eglCreateWindowSurface fails with java.lang.IllegalArgumentException . I got the following errors: 10-08 18:05:36.490: E/GLSurfaceView(3440): eglCreateWindowSurface 10-08 18:05:36.490: E/GLSurfaceView(3440): java.lang.IllegalArgumentException: Make sure the SurfaceView or associated SurfaceHolder has a valid Surface 10-08 18:05:36.490: E/GLSurfaceView(3440): at com.google.android.gles_jni

IllegalArgumentException Surface.nativeLockCanvas , Choreographer, BufferQueue

不羁的心 提交于 2019-12-19 07:09:51
问题 I have a complex application that creates multiple Bitmap objets and uses them to create BitmapDrawables. I know this might be a tough question to answer, but any help in pointing me in the right direction would be much appreciated. I have run tests on memory allocation, and have come up mostly empty handed. ... Any ideas on what could be causing this? LOG: 04-29 12:48:00.442: E/BufferQueue(177): [com.example.app/com.example.app.Activity_One] queueBuffer: fence is NULL 04-29 12:48:00.442: E

how to build a GUI/HUD over top a glSurfaceView in android

一世执手 提交于 2019-12-19 04:50:25
问题 I have an glSurfaceView that looks like this: public class GLLayer extends GLSurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback, Renderer { private Context context; private Circle cRing; private CompassNeedle cNeedle; private MarkerNorth mNorth; private MarkerEast mEast; private MarkerSouth mSouth; private MarkerWest mWest; private MarkerSouthWest mSWest; private MarkerSouthEast mSEast; private MarkerNorthWest mNWest; private MarkerNorthEast mNEast; private MarkerWest mGod;

GL Surface and Visibility: Gone

自作多情 提交于 2019-12-18 16:39:32
问题 So I have a GLSurfaceView in my app being rendered by a GLSurfaceView.Renderer and using JPCt as library. The surface is in an invisible RelativeLayout (visibility: gone). When I change the visibility to "visible" then back to "gone", the layout shows and hides as expected, but the GLSurfaceView don't, it just shows and won't hide, even though I can click on items that are now "behind" it. It seems like some graphical buffer issue, but I didn't find a way to get this to work... any ideas?

GL Surface and Visibility: Gone

痴心易碎 提交于 2019-12-18 16:39:12
问题 So I have a GLSurfaceView in my app being rendered by a GLSurfaceView.Renderer and using JPCt as library. The surface is in an invisible RelativeLayout (visibility: gone). When I change the visibility to "visible" then back to "gone", the layout shows and hides as expected, but the GLSurfaceView don't, it just shows and won't hide, even though I can click on items that are now "behind" it. It seems like some graphical buffer issue, but I didn't find a way to get this to work... any ideas?

Fighting with SurfaceView, Camera and OpenGL

大兔子大兔子 提交于 2019-12-17 23:45:11
问题 We've been fighting with some problems relating to SurfaceViews for more than a week, and find no proper solution to them. We read the other questions in the forum regarding to similar problems (and even Mixare source code) but couldn't find an answer, so we hope you could help us somehow. Scenario: We've got a SurfaceView for the Camera a SurfaceView for an OpenGL layer, which goes on top of the camera. another View, which shows some information about what we can see on the screen. This one

Android thread performance/priority on Galaxy Note 2 when screen is touched/released

我的梦境 提交于 2019-12-17 19:55:28
问题 I have an OpenGL game for Android. It runs at a good 60fps when the screen is touched. When I release my finger it goes back down to around 30fps. Does the touch event/release raise/lower a thread's priority and if so how can I replicate this to keep it at a constant 60fps. This only seems to be an issue on Galaxy Note 2 so far. 回答1: I'll assume you are using onDrawFrame and setRenderMode(RENDERMODE_CONTINUOUSLY) . 30 and 60FPS indicates that your implementation of onDrawFrame is called as

How to save bitmap from GLSurfaceView (Only bitmap, not whole texture)

牧云@^-^@ 提交于 2019-12-17 18:59:48
问题 I am using this code to give multiple effect on bitmap that is on GlSurfaceView. apply-effects-on-image-using-effects Now, I want to save the bitmap. They have given the code to save the bitmap but with that, whole GlSurfaceView is going to be saved as bitmap image. Instead I want to save only bitmap area to save as Image. There is method that takes pixels and make bitmap from that and also make image. e.g.: public Bitmap takeScreenshot(GL10 mGL) { final int mWidth = mEffectView.getWidth();

Modify and update camera frame via GLSurfaceView

丶灬走出姿态 提交于 2019-12-13 05:50:56
问题 I am working with a GLSurfaceView activity to display the camera frame on an android device. As I am newb in OpenGl Es , I wondered how I can get the image buffer and modify it, then display the modified frame on the phone? In my Renderer class which implements GLSurfaceView.Renderer , I call a native function: public class Renderer implements GLSurfaceView.Renderer { public void onDrawFrame(GL10 gl) { MyJNINative.render(); } ... } The API I am working with, provided a connectCallBack method