[android-developers] is GLSurfaceView life-cycle the same as Activity that own it ?

2009-12-02 Thread LemonDev
what puzzle me so much is that i can't destroy a GLSurfaceView while i
don't want to exit the activity.

the fact is when i destroy a GLSurfaceView which had show in the screen
(that means it has binded to the activity's SurfaceHolder), the
activity exits without any prompting. Perhaps ,the Context which
provided in the Construction of GLSurfaceView joins the two things
together.

so my conclusion is that a GLSurfaceView can only be destroyed when
exit the activity.

is there anyway to destroy a GLSurfaceView without exit activity?
is there someone can provide a clue?


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[android-developers] Re: is GLSurfaceView life-cycle the same as Activity that own it ?

2009-12-02 Thread LemonDev
i'v found one solution, the key point is that if you destroy
GLSurfaceView before it stops running,it will raise errors(not
responsible)
i have used to destroy the GLSurfaceView immediately followed by
GLSurfaceView.onPause , the GLSurfaceView hasn't stoped runnnig at
that time ,and not destroyed the EGL enviroment(something like
EGLSurface,EGLContext...and so on).

so i use postDelayed to do that things about 50 millisecond later.
it works well!

but that seems not a very good approach for me ,because 50 millisecond
is just a probably estimation. maybe 30 or 20 could also work .
On 12月3日, 上午10时17分, LemonDev lem...@gmail.com wrote:
 what puzzle me so much is that i can't destroy a GLSurfaceView while i
 don't want to exit the activity.

 the fact is when i destroy a GLSurfaceView which had show in the screen
 (that means it has binded to the activity's SurfaceHolder), the
 activity exits without any prompting. Perhaps ,the Context which
 provided in the Construction of GLSurfaceView joins the two things
 together.

 so my conclusion is that a GLSurfaceView can only be destroyed when
 exit the activity.

 is there anyway to destroy a GLSurfaceView without exit activity?
 is there someone can provide a clue?

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[android-developers] GLSurfaceView not responsible when removed from WindowManager

2009-11-30 Thread LemonDev
my GLSurfaceView is added by WindowManager.addView,aims to do some
animation ,but when it finishs the animation, i remove it by
WindowManager.removeView , it  is freezed,and the logcat prints a log:
SurfaceComposerClient : lock_layer timed out (is the CPU pagged ).

i have called the GLSurfaceView.onPause before remove it. But  it also
is not responsible.

what is the problem? any help appreciated !

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[android-developers] Re: Slow OpenGL on Samsung Galaxy - solution

2009-11-26 Thread LemonDev
i guess your Samsung Galaxy using the cell of Qualcomm 7201A(or
nearly), it comes into a conclusion that a version of libhgl.so that
qualcomm provided are not correctly returned when call
eglChooseConfig . i have encounted that problem as you.
so just setup your own EGLConfigChooser ,and don't set the
EGL10.EGL_STENCIL_SIZE which would lead to wrong results.

good lucky!

On 11月7日, 下午9时47分, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
  It makes sense when you generalized it like that, but in this
  particular case the application gets put in software mode for asking
  for *less* capabilities. If it claims it needs a depth buffer when it
  doesn't, only then does it get the hardware acceleration.

 Exactly.

 Unfortunately I don't have Samsung Galaxy, so I don't know what
 configs are reported when only depth size of 16 is requested.
 Can someone please check it out? Maybe it will shed some light on the
 problem.

 BTW, here guys found that copying libhgl.so from G1 fixes the 
 issue:http://androidforums.com/samsung-i7500/14611-opengl-working-galaxy-ii...

 Dmitry

 On 7 ноя, 06:02, Lance Nanek lna...@gmail.com wrote:



  if you ask for something that it doesn't support, the system will 
  gracefully fallback to the software

  On Nov 6, 8:29 am, David Turner di...@android.com wrote:

   On Fri, Nov 6, 2009 at 1:00 AM, Dmitry.Skiba dmitry.sk...@gmail.com 
   wrote:
If yourOpenGLgame is running badly on Samsung Galaxy, you can try
solution that we have found here:

   http://www.anddev.org/samsung_galaxy_odd_ogl_es_hardware_acceleration...

In short, you need to setup your own EGLConfigChooser and choose depth
size of 16. This is what we found. It seems that otherwise all
rendering is done through softwareOpenGL.

Now question to google guys: why is that?

   Because the GPU has limited capabilities, and if you ask for something 
   that
   it doesn't support,
   the system will gracefully fallback to the software implementation ?

   Choosing the best configuration based on the hardware capabilities is 
   quite
   a standard topic
   inOpenGLland.

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[android-developers] Re: Does OpenGL API glDeleteTextures works?

2009-11-26 Thread LemonDev
Texture index of  zero is default,you can not delete it.

you should always delete textures that you generate by call
glGenTexures.


On 11月19日, 下午4时57分, BigOne smile2...@gmail.com wrote:
 Hi all

 I'm doing a little 3D app programming based on SDK 1.5.
 I can't change textures in any way with glDeleteTextures. Please help
 to check if I did sth. wrong.
 My subfunction is as below:

public void doSomething()
 {
 mGL.glBindTexture(GL10.GL_TEXTURE_2D, 0);
 mGL.glDeleteTextures(1, textures, 0);

 mGL.glGenTextures(1, textures, 0);
 mGL.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

   InputStream is = mContext.getResources()
   .openRawResource(R.drawable.robot);
   Bitmap bitmap;
   try {
   bitmap = BitmapFactory.decodeStream(is);
   } finally {
   try {
   is.close();
   } catch(IOException e) {
   // Ignore.
   }
   }

   GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
   bitmap.recycle();
 }

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[android-developers] Re: Screen is dark momentarily when launching OpenGL view (GLSurfaceView)

2009-11-26 Thread LemonDev
set a background bitmap before you rendering opengl , and as soon as
to to render the second frame ,you can move background away!

the key point is to set the background bitmap to the same appearance
of first activity( i think in your situation is your first
homescreen ).

this is my solution i implements on my application.

good luck!


On 11月10日, 上午11时06分, Luke vagrant...@gmail.com wrote:
 Dear all.

 i found a key point, when i execute the clear color and depth buffer
 only in StaticTriangleRenderer. (glClear(GL_COLOR_BUFFER_BIT |
 GL_DEPTH_BUFFER_BIT))
 it will make the screen flicker.
 would you please provide your experience about this issue?
 thanks a lot.

 Luke

 On 11月3日, 上午2時16分, Luke vagrant...@gmail.com wrote:



  Dear all,
  I want to implement the transition effect ( transparent with Z axis )
  when user slip the android home to change home page.
  therefore, I plan to launch the new activity that is implemented by
 OpenGLES to perform this effect.
  However, i encounter a problem that the screen/display is dark
  momentarily when launching theOpenGLES activity.
  would you please share your experience about this issue?
  thanks a lot.

  BTW, here is my implement procedure for your reference.
  1. Create a new activity and new a GLSurfaceView.
  2. Set the theme parameter in AndroidManifest.xml to make a
  transparent background for activity (android:theme=@android:style/
  Theme.Translucent)
  3. Make transparent background for GLSurfaceView (refer the API demo
  source - setEGLConfigChooser)
  4. Implement the setRenderer function  for GLSurfaceView.
  5. in render calss, I just refer the StaticTriangleRenderer.java of
  API demo to add a texture on triangle and rotate.

  Any help would be appreciated.

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[android-developers] how to remove statusbar animation when chang to fullscreen.

2009-11-19 Thread LemonDev
when i chage my activity to fulscreen, the statusbar performs an
animation,but not disappear immediately. so how can i make the
statusbar disappear immediate ? if need to change framework , where is
it?
i have read the statusbarservice.java, statusbarview.java,
statusbarpolicy.java and statusbarmanager.java ,but still  have no
idea !

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[android-developers] Re: what about the Android 3d module file type .gles

2009-11-01 Thread LemonDev
thanks,but where can we learn from about it?

On 11月1日, 下午1时02分, Fred Grott(Android Expert) fred.gr...@gmail.com
wrote:
 its a graphical layout engine script file, hence the name

 On Oct 31, 2:08 am,LemonDevlem...@gmail.com wrote:



  GlobalTime use this file type ,but i have found nothing about it in
  the Android documents .and also no discussions on the internet .
  so , how can we export a gles file type from others like 3DMax...

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[android-developers] what about the Android 3d module file type .gles

2009-10-31 Thread LemonDev
GlobalTime use this file type ,but i have found nothing about it in
the Android documents .and also no discussions on the internet .
so , how can we export a gles file type from others like 3DMax...

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[android-developers] GLSurfaceView show initially with black background before rendering first frame?

2009-10-14 Thread LemonDev

when i create a GLSurfaceView to render a textured cube, and i add
this new glsurfaceview to my FrameLayout to do some animation , it
first shows  a black background, and then my cube begin to rotate.
so is there any method to avoid the matter? otherwise , it seems
terriable to be an animation.

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[android-developers] what does SURFACE_TYPE_HARDWARE really mean?

2009-09-27 Thread LemonDev

In android's documents:
  Surface type: creates a suited to be used with DMA engines and
hardware accelerators.

does it mean that if i don't have hardware accelerator, this parameter
has no effects?

or if i want to accelerate my opengles application ,then i should use
this parameter?

anyone help, thanks.


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[android-developers] How to use hardware acceleration in OpenGL ES

2009-09-23 Thread LemonDev

i draw a cube with two sides textured(320*430 png) and let it rotate
between the two sides, but it's sad to get a 16 FPS on emulator and 9
FPS on the real phone. i don't known whether i have used the hardware
acceleration on my phone.
  so i tried many parameters in OpenGLES ,finally i found i can set a
value in my CubeView(inherit from GLSurfaceView )'s constructor ,

 public CubeView(Context context)
 {
   super(context);

   this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE);  //
here is the crucial line

   mRender = new CubeRender(this);
   this.setRenderer(mRender);
 }

setType with the value SURFACE_TYPE_HARDWARE  can improve the OpenGL
rendering speed, and i get a rate of  14FPS on real phone, but has no
effect on emulator( i guess emulator didn't use hardware to render)

but the 14FPS also is  not  enough for me , 18 -- 20 may be
acceptable . the qualcomm demo neocore can render  a complex arena on
25-27 FPS in my phone.

so what's the problem with me, is there another ways to use the
hardware acceleration in OpenGL ES .

my phone has a cell of qualcomm MSM7201A with a hardware acceleration.
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[android-developers] there are only five animations for android? how can i extend this feature

2009-09-01 Thread LemonDev

as we known we can use predefined animations in android
developing, they are : alpha animation, scale animation, rotate
animation, translate animation and skew animation(extend animation
using Matrix's setSkew function).  though ,we can implement other
effect using the Matrix, but it can only realize some shape
transformations(i think the real color pixels don't changed).
If i want to make some effects like blur , it can't work,because
animation only give the transformation matrix . we can't not
manipulate the color pixels.
Please do me a favor, how can i realize effect like blur ?

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[android-developers] Re: there are only five animations for android? how can i extend this feature

2009-09-01 Thread LemonDev

thanks. you mean i can't use the Animation object anymore, and i
should do the blur in my code .
but the problem is i don't use the blur separately: i want  to mix
the blur , scale and alpha , so i need to code the scale
and alpha myself ?
   the android use Skia to draw bitmap, so weather i can modify the
framework to invoke a blurfilter in skia? it seems a big workload, any
advice is appreciated !

On 9月2日, 上午10时29分, Dianne Hackborn hack...@android.com wrote:
 You'll need to take a snapshot of the thing you are blurring, perform a blur
 operation on that bitmap (which you will need to write yourself), and then
 you can draw the bitmap.

 On Tue, Sep 1, 2009 at 7:14 PM, LemonDev lem...@gmail.com wrote:

 as we known we can use predefined animations in android
  developing, they are : alpha animation, scale animation, rotate
  animation, translate animation and skew animation(extend animation
  using Matrix's setSkew function).  though ,we can implement other
  effect using the Matrix, but it can only realize some shape
  transformations(i think the real color pixels don't changed).
 If i want to make some effects like blur , it can't work,because
  animation only give the transformation matrix . we can't not
  manipulate the color pixels.
 Please do me a favor, how can i realize effect like blur ?

 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com

 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.
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[android-developers] can i dynamic cre ate a third part view in my activity?

2009-02-18 Thread LemonDev

dear:
   can i embed a user created view( like Button ) into my activity
from another apk dynamic. as like developing  in VC++ , i can dynamic
create and embed a third part component in my application. does it
works in android application ?

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[android-developers] cannot debug Launcher

2009-02-18 Thread LemonDev

this is a strange problem puzzled me so much . when i  remove
Launcher.apk from System.img and add another Home.apk into it , i just
want to debug the Launcher . when i start to debug within eclipse,it
can breakout  ,but can not go to  the source code  and a .class
file  showed instand, it said source code cannot find .so what makes
it happen ?

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