[android-developers] Re: Camera + GLSurfaceView frame rate
Thanks for your response. On the Nexus 4 when I query for frame rate ranges I get 30 as a max but trying to set the frame rate doesn't have any effect. I'm not doing any format conversion in my code for the video frames but maybe there's some way to specify a different format? I'd particularly like to know if anybody's gotten this all working at a high frame rate purely from Java or if it's necessary to dig into the NDK. On Tuesday, August 13, 2013 2:39:35 PM UTC+7, gjs wrote: > > Hi, > > What camera preview frame rate are you using ? I think you might be able > to adjust this between at least 2 values, 15fps & maybe 30fps options. > > Are you converting YUV to JPG camera preview frames ? If yes you will need > to try to make this conversion as efficient as possible for good fps. > > Regards > > On Monday, August 12, 2013 8:55:03 PM UTC+10, Miles Egan wrote: >> >> I've set up a very minimal app that captures video frames from the camera >> and dumps them directly to a GLSurfaceView via a SurfaceTexture. This works >> fine but the frame rate is poor on both a Galaxy S3 and a Nexus 4. In the >> latter case I can't get better than about 10fps even when I don't do >> anything at all in my actual GL render callback. >> >> I can post actual code but before I dig much further than this I'd just >> like to know if I should be able to get better frame rates than this or if >> this is the best I should expect. There are camera apps in the store like >> Camera 2 that are much smoother than this but maybe they're using the NDK + >> lower level APIs to achieve this? >> >> -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[android-developers] Camera + GLSurfaceView frame rate
I've set up a very minimal app that captures video frames from the camera and dumps them directly to a GLSurfaceView via a SurfaceTexture. This works fine but the frame rate is poor on both a Galaxy S3 and a Nexus 4. In the latter case I can't get better than about 10fps even when I don't do anything at all in my actual GL render callback. I can post actual code but before I dig much further than this I'd just like to know if I should be able to get better frame rates than this or if this is the best I should expect. There are camera apps in the store like Camera 2 that are much smoother than this but maybe they're using the NDK + lower level APIs to achieve this? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[android-developers] device testing on iOS app port
I've completed an iOS app for a client and they've asked me to do an Android port for them. I haven't written any real Android apps before but I've been hacking around on some of my own apps and studying the docs long enough to feel confident that I understand the APIs and conventions well enough to do the port. However, I'm a little concerned about testing. I don't currently own any Android devices at all. I'm willing to buy 2-3 devices for testing purposes but I don't have the budget to buy more than this or to subscribe to one of the online testing services. So before I commit to this project, I'd like to ask people with more experience this: are two or three different phones enough to test a relatively simple app before release or would I need more to represent the large number of different devices out there? -- miles -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en