opengl-es

Source code for Android MapView v2?

橙三吉。 提交于 2019-12-12 03:54:34
问题 I need to hack on com.google.android.gms.maps.MapView , but I can't seem to find the source. I already tried a Google search. The reason I need to see the source is I want to know when it's done rendering. The MapView class extends FrameLayout, but the map itself is drawn with OpenGl so I really need to see where this is happening. 回答1: If you need to know when it's done rendering the map, this may help: GoogleMap.OnMapLoadedCallback Callback interface for when the map has finished rendering.

Android/Linux: Error of failed request: BadAlloc (insufficient resources for operation)

怎甘沉沦 提交于 2019-12-12 03:47:05
问题 Getting below error while running android emulator: [2012-11-13 21:27:15 - Emulator] X Error of failed request: BadAlloc (insufficient resources for operation) [2012-11-13 21:27:15 - Emulator] Major opcode of failed request: 154 (GLX) [2012-11-13 21:27:15 - Emulator] Minor opcode of failed request: 24 (X_GLXCreateNewContext) [2012-11-13 21:27:15 - Emulator] Serial number of failed request: 15 [2012-11-13 21:27:15 - Emulator] Current serial number in output stream: 16 回答1: Some old intel

C++11 direct-list-initialization syntax

有些话、适合烂在心里 提交于 2019-12-12 03:45:34
问题 After reading up on list-initialization and its various flavours, I decided to test out some features in an openGL ES app I'm writing using Xcode and Objective-C++, until I ran into something rather obscure. I've known about (and frequently implement) the conventional C style structure initialization using the following syntax to initialize POD, such as a GLKVector2, for example: GLKVector2 point = { 0,0 }; //copy-initialized but this approach may not always be what's intended by the

In android to rotate a square in clockwise and anticlockwise

老子叫甜甜 提交于 2019-12-12 03:44:46
问题 I created some simple animation in android using OPENGL concept and what i what to do is to rotate a square in both clock and anticlock wise direction.i mean for a particular time the square will rotate in clock wise and anticlock wise respectively. my main activity public class main extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.requestWindowFeature(Window.FEATURE_NO

Adding UIViewController messes up screen orientation

╄→гoц情女王★ 提交于 2019-12-12 03:43:01
问题 I started with a GLSprite sample app (source code), then added a UIViewController by adding UIViewController *vc = [[UIViewController alloc] init]; vc.view = glView; self.window.rootViewController = vc; [window makeKeyAndVisible]; to the end of GLSpriteAppDelegate::applicationDidFinishLaunching. The controller seems to be working as now I can pop up gamecenter windows, but it has messed up my screen orientation . The app is fine in portrait , but in all other rotations it incorrectly has

How to Display blurred bitmap of screenshot using opengl es 2.0 on android?

*爱你&永不变心* 提交于 2019-12-12 03:41:01
问题 I am trying to create an app, in android using opengl es 2.0, that has a button on pressing which it would take the screenshot and would blurr it using any blur algo (here Fast blur) and would display the blurred screenshot. The sole aim of developing such an app is to try and implement blurring. Using various internet resources i was able to take the screenshot and implement blurring but i dont know how to display the blurred bitmap on the screen in opengl. Can anyone please help me with

Android's Garbage Collector appear when trying to render 3D model with Opengl ES20

三世轮回 提交于 2019-12-12 03:35:04
问题 My app renders 3D models via opengl ES2, once at a time. When I enable textures in those model my app crashes. First, I thought that was because the texture images are large, but the truth is that they are not. For instance, in one of the models, I use four .png images of sizes 4kb, 38kb, 39kb, and 200kb respectively. Are they large? I don't think so, but reading the logcat it seems that everything comes from a memory problem: 08-26 02:08:13.574: I/art(10870): Background sticky concurrent

Trying to load an OSG model with textures allocated in textureUnit1

半世苍凉 提交于 2019-12-12 03:34:33
问题 I want to render an Openscenegraph model with textures under two constraints: 1) Using shaders (opengles20) 2) Uploading the textures to the textureUnit1 on the GPU (NO the default textureUnit0) I thought I was doing right but still I am getting non textured models (only the mesh). Here are the shaders (notice that I use gl_MultiTexCoord1): static const char gVertexShader1[] = { "varying vec2 texCoords;\n" "void main()\n" "{\n" " texCoords = gl_MultiTexCoord1.st;\n" " gl_Position = ftransform

Android displays black rectangles instead of drawable images after opening openGL context

那年仲夏 提交于 2019-12-12 03:33:30
问题 I am developing a simple Android app that has a few Activities , say: A , B , C , and D. * Activity A * is a splash screen. Calls finish() when same data finishes loading. Activity B displays some information and a few buttons Activity C starts a webview with the content accordingly to the button pressed in B Activity D opens an openGL context. From Activity A I go to Activity B., from B to C and from C to D. Problem I face: some drawables and a progressBar display black rectangles after

OpenGl world using camera to find object

烂漫一生 提交于 2019-12-12 03:24:49
问题 I am trying to create a virtual 360 degree world using the device as the center, i then want a simple shape to move around randomly in this world. The user is then supposed to use the camera to try and find the object moving around. i can make a simple shape in opengl, but have no idea how to make move around in a virtual world off screen. as well as how to use the camera to find. An tips or ways to simplify the problem? 来源: https://stackoverflow.com/questions/33120519/opengl-world-using