opengl-es

How to use OpenCL on Android?

亡梦爱人 提交于 2019-12-17 15:32:44
问题 For plattform independence (desktop, cloud, mobile, ...) it would be great to use OpenCL for GPGPU development when speed does matter. I know Google pushes RenderScript as an alternative, but it seems to be only be available for Android and is unlikely to be ever included in iOS. Therefore I seek for a solution to execute OpenCL code within Android Apps. 回答1: The only Android devices I know that support OpenCL are the ones based on the Mali T600 family of chips (article here). They have an

Gaussian filter with OpenGL Shaders

空扰寡人 提交于 2019-12-17 10:42:34
问题 I am trying to learn Shaders to implement something in my iPhone app. So far I have understood easy examples like making a color image to gray scale, thresholding, etc. Most of the examples involve simple operations in where processing input image pixel I(x,y) results in a simple modification of the colors of the same pixel But, how about Convolutions?. For example, the easiest example would the Gaussian filter, in where output image pixel O(x,y) depends not only on I(x,y) but also on

How to use OpenGL ES on a separate thread on iphone?

谁都会走 提交于 2019-12-17 10:23:56
问题 The OpenGL ES rendering loop is placed on a separate thread in my iphone application. Everything goes fine except that the EAGLContext's presentRenderbuffer method fails. The result is a blank white screen. When the same code is run on the main thread, presentRenderbuffer succeeds and the graphics is properly shown. What is the correct way of doing OpenGL on a separate thread? 回答1: You need to create an EAGLSharegroup . Check out this thread on sharing OpenGL contexts between threads. UPDATE

Emulator: Process finished with exit code -1073741819 (0xC0000005)

◇◆丶佛笑我妖孽 提交于 2019-12-17 09:52:10
问题 I'm using android studio 3.0.1, when I start my emulator I get many error messages, I've tried to solve each problem separately, I also searched a lot but nothing works for me. 12:24 م Emulator: init: Could not find wglGetExtensionsStringARB! 12:24 م Emulator: OpenGL backend 'angle' without OpenGL ES 1.x library detected. Using GLESv2 only. 12:24 م Emulator: Failed to eglInitialize 12:24 م Emulator: Could not initialize emulated framebuffer 12:24 م Emulator: Warning: requested RAM 1024M too

Why does GL divide `gl_Position` by W for you rather than letting you do it yourself?

筅森魡賤 提交于 2019-12-17 09:35:11
问题 Note: I understand the basic math. I understand that the typical perspective function in various math libraries produces a matrix that converts z values from -zNear to -zFar back into -1 to +1 but only if the result is divided by w The specific question is what is gained by the GPU doing this for you rather than you having to do it yourself? In other words, lets say the GPU did not magically divide gl_Position by gl_Position.w and that instead you had to do it manually as in attribute vec4

Does the Android emulator support OpenGL ES 3.0?

只愿长相守 提交于 2019-12-17 07:47:32
问题 I know that the emulator has supported OpenGL ES 2.0 as of SDK tools 17 and Android 4.0.3, but that was introduced back in April 2012. Does the Android emulator support OpenGL ES 3.0, or are we still waiting on that? If not, does any other third-party emulator/simulator (e.g. Genymotion) support OpenGL ES 3.0? 回答1: The latest Android Emulator now supports OpenGL ES 3.0. To use OpenGL ES 3.0, your development machine needs a host GPU graphics card that supports OpenGL 3.2 or higher on

YUV to RGB conversion by fragment shader

怎甘沉沦 提交于 2019-12-17 07:15:27
问题 I've a problem with convertion of camera preview in Android from YUV format to RGB. The purpose of conversion is to apply some effects. I try to convert by fragment shader because convertion by native code is slow (about 14fps). The reference which I've used is http://jyrom.tistory.com/m/post/view/id/187. I try to port this code to Android platform, but the result is black-green rectangles. But, I can watch some form through the output which I get. Could you please try to help me to resolve

YUV to RGB conversion by fragment shader

♀尐吖头ヾ 提交于 2019-12-17 07:15:00
问题 I've a problem with convertion of camera preview in Android from YUV format to RGB. The purpose of conversion is to apply some effects. I try to convert by fragment shader because convertion by native code is slow (about 14fps). The reference which I've used is http://jyrom.tistory.com/m/post/view/id/187. I try to port this code to Android platform, but the result is black-green rectangles. But, I can watch some form through the output which I get. Could you please try to help me to resolve

Android OpenGL .OBJ file loader [closed]

淺唱寂寞╮ 提交于 2019-12-17 06:23:14
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 5 years ago . There seem to be quite a number of OBJ mesh file loaders out there that people have developed for use on the Android platform. I'm wondering if anyone has any experience with these and can offer a recommendation on which one seems to work best for them. Here are my criteria: Lightweight (small file size),

How can I do these image processing tasks using OpenGL ES 2.0 shaders?

别等时光非礼了梦想. 提交于 2019-12-17 06:22:24
问题 How can I perform the following image processing tasks using OpenGL ES 2.0 shaders? Colorspace transform ( RGB/YUV/HSL/Lab ) Swirling of the image Converting to a sketch Converting to an oil painting 回答1: I just added filters to my open source GPUImage framework that perform three of the four processing tasks you describe (swirling, sketch filtering, and converting to an oil painting). While I don't yet have colorspace transforms as filters, I do have the ability to apply a matrix to