mipmaps

Where to store images in Android

陌路散爱 提交于 2021-02-05 07:58:44
问题 I have moved all my images from the folder mipmap to drawable because here it was said that the mipmap folder is only for app icons to lanch the app Mipmaps vs. drawable folders (the answer got 841 likes). However, when I now want to start my app I get an error message FATAL EXCEPTION: main Process: com.example.td.barapp, PID: 4331 java.lang.RuntimeException: Canvas: trying to draw too large(188394348bytes) bitmap. at android.view.DisplayListCanvas.throwIfCannotDraw(DisplayListCanvas.java:260

libgdx texture filters and mipmap

China☆狼群 提交于 2020-01-11 04:57:07
问题 When I try to use mipmap filtering in LibGDX, none of the images appear. I'm new to LibGDX, and I have a simple 2d scene with three rotating, scaled circles. In order to anti-alias them, I wanted to use linear filtering. For advice, I looked to this article,which said that, for heavily scaled images, a mipmap can be used to improve speed or quality. The first unexpected appearance was that, despite the fact that all of my images were scaled down, I would only see a linear filter if the

Blurring the depth buffer in OpenGL - how to access mipmap levels in a fragment shader?

别说谁变了你拦得住时间么 提交于 2020-01-03 19:10:10
问题 I'm trying to blur a depth texture by blurring & blending mipmap levels in a fragment shader. I have two frambuffer objects: 1) A color frambuffer with a depth renderobject attached. 2) A z framebuffer with a depth texture attached. Once I render the scene to the color framebuffer object, I then blit to the depth buffer object, and can successfully render that (output is a GL_LUMINANCE depth texture). I can successfully access any given mipmap level by selecting it prior to drawing the depth

glTexImage2D vs. gluBuild2DMipmaps

浪子不回头ぞ 提交于 2020-01-02 08:13:28
问题 Very basic OpenGL texture creation code: int width, height; BYTE * data; FILE * file; // open texture data file = fopen( filename, "rb" ); if ( file == NULL ) return 0; // allocate buffer width = 256; height = 256; data =(BYTE*) malloc( width * height * 3 ); // read texture data fread( data, width * height * 3, 1, file ); fclose( file ); glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_2D, texture ); //gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data )

Manual selection lod of mipmaps in a fragment shader using three.js

岁酱吖の 提交于 2020-01-02 05:12:42
问题 I'm writing a physically based shader using glsl es in three.js. For the addition of specular global illumination I use a cubemap dds texture with mipmap chain inside (precalculate with CubeMapGen as it's explained here). I need to access this texture in fragment shader and I would like to select manually the index of mipmap. The correct function for doing this is vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod) but it's available only in vertex shader. In my fragment shader I

Unable to use android:icon=“@mipmap/ic_launcher” in Manifest after play services 7.5.0

半腔热情 提交于 2020-01-01 09:27:15
问题 I have recently update play services using dependencies compile 'com.google.android.gms:play-services:7.5.0' My app icon launcher is in @mipmap/ic_launcher" but this is showing error in AndroidManifest.xml . Should i again place this icon in drawable or else ? Help me to find out the solution. UPDATE: Here is Messages from Android studio Error:(17, 9) Execution failed for task ':app:processDebugManifest'. > Manifest merger failed : Attribute application@icon value=(@mipmap/ic_launcher) from

How should we use the mipmap folders added with android 4.4?

时光毁灭记忆、已成空白 提交于 2019-12-30 06:56:01
问题 I recently installed one more Android SDK to Android Studio, the SDK version 4.4 (API level 19), and after using it with my project, it added a set of mipmap folders in the project's res folder ( res/mipmap ). I neither understand why, or how to use them. I read another question about it here on SO. The answer to it said that: The mipmap folders are for placing your app icons in only. Any other drawable assets you use should be placed in the relevant drawable folders as before. According to

How should we use the mipmap folders added with android 4.4?

南笙酒味 提交于 2019-12-30 06:55:03
问题 I recently installed one more Android SDK to Android Studio, the SDK version 4.4 (API level 19), and after using it with my project, it added a set of mipmap folders in the project's res folder ( res/mipmap ). I neither understand why, or how to use them. I read another question about it here on SO. The answer to it said that: The mipmap folders are for placing your app icons in only. Any other drawable assets you use should be placed in the relevant drawable folders as before. According to

An error when try to use mipmaping in three.js

人走茶凉 提交于 2019-12-25 03:26:38
问题 I'm trying to use mipmaps generation in three.js textures. When creating a texture I assign an image of size 512x512 to mipmaps[0]. Thus if my understanding is correct this image should be used by WebGL to generate smaller mipmaps textures. But then I see a black texture rendered and errors like this: in chrome WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is

Does a SKTexture from a SKTextureAtlas support the mipmap feature?

不想你离开。 提交于 2019-12-23 21:32:40
问题 From apples documentation: "You can only request mipmaps if both of the texture’s dimensions are a power of two." However, it's unclear whether the SKTextures from SKTextureAtlas's also support this feature (since they're essentially a bit different in nature). I ask the question because it's actually hard to see if anything is getting mipmapped from the results. 回答1: First off a SKTexture from a SKTextureAtlas does not support mipmapping. Secondly sometimes mipmapping doesn't even work with