[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread Romain Guy

Please note that this feature is experimental, with bugs, limitations
and no support currently.

On Sun, Feb 15, 2009 at 10:01 AM, johnburkert.babar...@gmail.com
 wrote:
>
> i am interested in this also, but haven't spent any time on it. just
> some thoughts... are you making all the usual gl calls? like clearing
> your buffers, setting up your view and projection, enabling textures
> and then flipping the buffer at the end... repost if you find any
> resolution.
>
> On Feb 13, 7:20 pm, petunio  wrote:
>> Hi
>>
>> I am writing an application that uses both 2D and 3D.
>>
>> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
>> (myCanvas);
>>
>> There is a desynchronization between them
>> I have heard that you can create a Canvas based on OpenGL, and then
>> when I draw into that canvas, it is redirected to the opengl
>> surface...
>>
>> something like this:
>>
>> if (GL != null)
>>myCanvasGL=new Canvas(GL);
>>
>> and then, when I use Drawable.draw(myCanvasGL);
>> that drawable should be drawn into the opengl surface...
>>
>> I must be missing something, because all I can see is a frustrating
>> black screen...
>>
>> any ideas, please...
>
> >
>



-- 
Romain Guy
Android framework engineer
romain...@android.com

Note: please don't send private questions to me, as I don't have time
to provide private support.  All such questions should be posted on
public forums, where I and others can see and answer them

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[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread jburk...@babaroga.com

also, are you calling canvas.setViewport()?

On Feb 13, 7:20 pm, petunio  wrote:
> Hi
>
> I am writing an application that uses both 2D and 3D.
>
> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
> (myCanvas);
>
> There is a desynchronization between them
> I have heard that you can create aCanvasbased on OpenGL, and then
> when I draw into thatcanvas, it is redirected to the opengl
> surface...
>
> something like this:
>
> if (GL!= null)
>    myCanvasGL=newCanvas(GL);
>
> and then, when I use Drawable.draw(myCanvasGL);
> that drawable should be drawn into the opengl surface...
>
> I must be missing something, because all I can see is a frustrating
> black screen...
>
> any ideas, please...

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[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread johnburkert.babar...@gmail.com

i am interested in this also, but haven't spent any time on it. just
some thoughts... are you making all the usual gl calls? like clearing
your buffers, setting up your view and projection, enabling textures
and then flipping the buffer at the end... repost if you find any
resolution.

On Feb 13, 7:20 pm, petunio  wrote:
> Hi
>
> I am writing an application that uses both 2D and 3D.
>
> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
> (myCanvas);
>
> There is a desynchronization between them
> I have heard that you can create a Canvas based on OpenGL, and then
> when I draw into that canvas, it is redirected to the opengl
> surface...
>
> something like this:
>
> if (GL != null)
>    myCanvasGL=new Canvas(GL);
>
> and then, when I use Drawable.draw(myCanvasGL);
> that drawable should be drawn into the opengl surface...
>
> I must be missing something, because all I can see is a frustrating
> black screen...
>
> any ideas, please...

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[android-developers] Re: creating a canvas based on OpenGL

2009-02-15 Thread sylvestercaro...@gmail.com

Have you set bounds before the draw?
a drawable will not draw unless set bounds has been called.

On Feb 13, 8:20 pm, petunio  wrote:
> Hi
>
> I am writing an application that uses both 2D and 3D.
>
> For the 3D part I use OpenGL, and for the 2D part, I do: Drawable.draw
> (myCanvas);
>
> There is a desynchronization between them
> I have heard that you can create a Canvas based on OpenGL, and then
> when I draw into that canvas, it is redirected to the opengl
> surface...
>
> something like this:
>
> if (GL != null)
>    myCanvasGL=new Canvas(GL);
>
> and then, when I use Drawable.draw(myCanvasGL);
> that drawable should be drawn into the opengl surface...
>
> I must be missing something, because all I can see is a frustrating
> black screen...
>
> any ideas, please...

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