hardware-acceleration

OpenGL random crash on Honeycomb with Hardware Accelerated param set to true

眉间皱痕 提交于 2019-12-06 10:36:36
I am experiencing a big probleme on Android Honeycomb 3.0 (Acer Iconia). I don't use any openGL view, I only set in the manifest android:hardwareAccelerated="true" The fact is that when I load a view with a certain amount of pictures, and I change its content and background several times on clicking on a button, my intent finishes and the previous intent appears. I thinks I well manage memory. This message appears when it appends: 06-22 10:13:53.510: ERROR/libEGL(951): call to OpenGL ES API with no current context (logged once per thread) 06-22 10:14:03.150: ERROR/InputDispatcher(113): channel

android - detect downward acceleration, specifically an elevator

混江龙づ霸主 提交于 2019-12-06 10:31:11
问题 I want to be able to detect a situation where the phone has an acceleration towards the ground (probably means that the Gravity sensor has to be used here also). I have read a lot about this topic in the Android docs, about High and Low pass filters and other posts, and right now what I have is a code sample that gets the acceleration in the X, Y and Z axis after stripping the gravity: if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) { final float alpha = (float) 0.8; gravity[0] =

OpenGL 4.0 GPU Draw Feature?

安稳与你 提交于 2019-12-06 07:22:26
In Wikipedia and other sources' description of OpenGL 4.0 I read about this feature: Drawing of data generated by OpenGL or external APIs such as OpenCL, without CPU intervention. What is this referring to? Edit : Seems like this must be referring to Draw_Indirect which I believe somehow extends the draw phase to include feedback from shader programs or programs from interop (OpenCL/CUDA basically) It looks as if there are a few caveats and tricks to getting the calls to keep staying on the GPU for any extended amount of time past the second run but it should be possible. If anyone can provide

Are CSS3 properties like animate too CPU intensive?

佐手、 提交于 2019-12-06 02:01:08
问题 will this repetitive animation code slow down my system?: @-webkit-keyframes animate {-webkit-animation-iteration-count:infinite;...} Are all CSS3 properties CPU intensive ? Thanks. 回答1: Avoid using box-shadow & text-shadow. Don't try and animate the whole page, or the body element and use translate3d, scale3d, rotate3d as they are hardware accelerated on computers and mobile devices. As stated above, avoid the OVERUSE of animating properties. I however doubt that one or even four infinitely

Slow page transitions on Android with hardware acceleration on

╄→尐↘猪︶ㄣ 提交于 2019-12-06 01:08:57
问题 I'm trying to run the ionic-angular-cordova-seed project on Android 4.3.1 with Cordova. One thing I've noticed is that page transitions (for example, clicking on a tab or a list item) are very slow. I tried to disable hardware acceleration using: super.appView.setLayerType(WebView.LAYER_TYPE_SOFTWARE, null); ... and it worked perfectly. But then scrolling, side menu sliding and more animations became extremely slow. I've tried FastClick, it didn't make any difference. I found this CSS-based

Are 2D transforms hardware accelerated in Mobile Safari?

瘦欲@ 提交于 2019-12-05 04:04:26
I've often been told that CSS 3D transforms are hardware accelerated in Mobile Safari which makes me wonder if the implication is that 2D transforms are not? I can think of no reason why they wouldn't be, since they can basically all be implemented as 3D transforms, but I would like to know for sure. If it turns out that 2D transforms are not hardware accelerated, any insight as to why would be much appreciated. You're right, CSS 2D transforms aren't hardware accelerated in Mobile Safari, but 3D transforms are. I'm not sure why it's that way, but perhaps they decided it was overkill for most

Creating OMXCodec encoder in HW mode

空扰寡人 提交于 2019-12-05 02:45:07
问题 I'm trying to implement HW-accelrated H264 video encoding on Android ICS 4.0.4. Since MediaCodec class is not available I have to use stagefright API. But when I put HardwareCodecsOnly flag, OMXCodec::Create always returns NULL. If I call OMXCodec::findMatchingCodecs() with flag kHardwareCodecsOnly, I got following list: - OMX.TI.DUCATI1.VIDEO.H264E - OMX.qcom.7x30.video.encoder.avc - OMX.qcom.video.encoder.avc - OMX.TI.Video.encoder - OMX.Nvidia.h264.encoder - OMX.SEC.AVC.Encoder so I guess

What graphic cards do Android emulator GPU emulation support?

旧街凉风 提交于 2019-12-04 22:17:31
问题 I have HD7690M XT (an overclocked version of 6770M) and Android emulator (sdk tool rev.20) for ICS failed to start hardware OpenGL ES emulation with the following error message: emulator: ERROR: Could not load OpenGLES emulation library: Could not load DLL! emulator: WARNING: Could not initialize OpenglES emulation, using software renderer. and with software renderer I got really bad color resolution (please see the attached screenshots). I suspect that this is due to the software renderer

android - detect downward acceleration, specifically an elevator

点点圈 提交于 2019-12-04 19:14:00
I want to be able to detect a situation where the phone has an acceleration towards the ground (probably means that the Gravity sensor has to be used here also). I have read a lot about this topic in the Android docs, about High and Low pass filters and other posts, and right now what I have is a code sample that gets the acceleration in the X, Y and Z axis after stripping the gravity: if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) { final float alpha = (float) 0.8; gravity[0] = alpha * gravity[0] + (1 - alpha) * event.values[0]; gravity[1] = alpha * gravity[1] + (1 - alpha) * event

VideoView is not displayed on a Fragment

∥☆過路亽.° 提交于 2019-12-04 17:48:18
问题 I have a problem in running a video in Samsung S3(Android 4.1.1), the issue seems to be because the videoview is on a fragment because if I put it on and activity, it works. Also I found out that if I turn on the GPU hardware acceleration on, the video works. I have also a game made by drawing on a SurfaceView and that view doesn't work as well(only with GPU on)... The rest of the app content is displayed as it supposed to (buttons and other layouts). I tested the app on Nexus S and on the