[android-developers] Re: Camera + GLSurfaceView frame rate

2013-08-13 Thread Miles Egan
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?
>>
>>

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[android-developers] Camera + GLSurfaceView frame rate

2013-08-12 Thread Miles Egan
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?

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[android-developers] device testing on iOS app port

2012-03-11 Thread Miles Egan
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

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