On Sat, Dec 12, 2009 at 6:28 AM, tdom...@googlemail.com <
tdom...@googlemail.com> wrote:

> couldn't fully test if it works.
> but why do I have to call this method, what does it acutally do?
>
> I though it was needed if you want to directly let the camera draw on
> an surface, like here:
>
> http://developer.android.com/guide/samples/ApiDemos/src/com/example/android/apis/graphics/CameraPreview.html
>
> But I want to draw the camera preview on an opengl object, through
> textures, do I really need to do that?
>
Yes. You still need to do that. If applications do not call
setPreviewDisplay, camera drivers may not start the preview even if
startPreview is called. Ex: the current implementation on Droid.

>
> On 11 Dez., 23:10, "tdom...@googlemail.com" <tdom...@googlemail.com>
> wrote:
> > >You need to call setPreviewDisplay in surfaceChanged.
> >
> > ok thanks I will try that later.
> >
> > >And the app shouldn't call setPreviewSize with arbitrary numbers because
> not
> > >every device support 240x160. Use getPreviewSize in 1.6 or use
> > >getSupportedPreviewSizes in 2.0.
> >
> > yeah I was going to do so as soon as I fix this this ugly bug, get an
> > RGB image etc .....
> >
> > I wanted to get fast results.
> >
> > On 11 Dez., 02:59, Wu-cheng Li (李務誠) <wuchen...@google.com> wrote:
> >
> > > You need to call setPreviewDisplay in surfaceChanged.
> >
> > > And the app shouldn't call setPreviewSize with arbitrary numbers
> because not
> > > every device support 240x160. Use getPreviewSize in 1.6 or use
> > > getSupportedPreviewSizes in 2.0.
> >
> > > On Fri, Dec 11, 2009 at 3:47 AM, tdom...@googlemail.com <
> >
> > > tdom...@googlemail.com> wrote:
> > > > hi,
> > > > I'm trying to get the preview images of the android Camera onto a
> > > > opengl texture. I have been successful so far, it works most of the
> > > > times. Though sometimes I will just get a black screen when starting/
> > > > resuming the application. I have been debugging for days, not finding
> > > > any clue.
> > > > When debugging I noticed that both the camera callback and the
> > > > onDrawFrame are called in such situations. the bytearray of the
> camera
> > > > does contain data. though nothing is shown.
> > > > I would really appreciate if someone could help me with this, cause
> > > > problem has been driving me crazy for days.
> >
> > > > the source can be browsed/checked out here:
> > > >http://code.google.com/p/andar/source/checkout
> >
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