Re: [android-developers] TextureView canvas drawing problems

2015-12-29 Thread Swapnil Gupta
I am trying to write a real time pitch visualization using TextureView. The 
flow of the code I have implemented seems to be okay but I am unable to see 
the pitch contour I am trying to plot.

So, I have created a custom view as ...

public class PitchSurfaceView extends TextureView implements 
TextureView.SurfaceTextureListener { ...}

In the constructor of the view I have set the listener ...

public PitchSurfaceView(Context context, AttributeSet attrs) {
  ...

setOpaque(false); 
setSurfaceTextureListener(this);
}

Inside my onSurfaceTextureAvailable(), I am doing the following
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int 
width, int height) {
Log.i(TAG, "Width of the texture view: " + width);
Log.i(TAG, "Height of the texture view: " + height);

// creating the bitmaps to draw them 
if (!isBitmapsCreated) {
Log.i(TAG, "Drawing bitmaps for the first time.");
createBitmaps();
drawMyBitmaps();
isBitmapsCreated = true;
}
   * drawOnView();*
}

The important method here is drawOnView which actually uses the canvas to 
draw on the View bitmap. As for other methods above, I have already tested 
them using a custom View by just extending the View class. They work fine 
there. Here is my implementation of drawOnView()

protected void drawOnView() {
if(null == mPitchContourGT) {
Log.e(TAG, "mPitchContourGT is null", new 
NullPointerException());
return;
}

final Canvas canvas = lockCanvas();

try {
// clearing the canvas ...
Log.d("drawOnView", "Before!!");
canvas.drawColor(0x, PorterDuff.Mode.CLEAR);
// Drawing the front padding ...
canvas.drawBitmap(mBitmaps[0], 0, 0, mPainter);
int pos = mBitmaps[0].getWidth();

for (int i = 0; i < (mBitmaps.length - 1) * mNumberLoops; i++) {
// mBitmaps.length - 1 because we have an extra bitmap at 
the beginning ..
final int index = i % (mBitmaps.length - 1) + 1;
canvas.drawBitmap(mBitmaps[index], pos, 0, mPainter);
pos += mBitmaps[index].getWidth();
}
} finally {
unlockCanvasAndPost(canvas);
}
Log.d("drawOnView", "After!!");
}

Here I am first getting lock at the canvas and drawing my earlier created 
bitmaps on the canvas. I see the debug logs that I have put but I cannot 
see the brawn bitmaps on my view. Anything wrong that I am doing?


On Tuesday, October 16, 2012 at 5:31:33 PM UTC+2, Conrad Chapman wrote:
>
> I looked at this more and Romain Guy unsurprisingly got it 100% right.
> My code pasted here is wrong.
> DO NOT add 
> setWillNotDraw(true); in the TextureView and
>  mSurface.updateTexImage(); in the drawing thread.
> They will mess it up!
>
>
> On Thursday, 4 October 2012 17:17:33 UTC+2, Conrad Chapman wrote:
>>
>> Thank you so much Romain for your reply and example. I might be the only 
>> real canvas textureview example on the net. It worked but not quite as you 
>> said. It might be something to do with my class structure as this part of 
>> the program does not have internal classes..
>> I will explain and show a little. Maybe my approach is bad or wrong I 
>> don't know.
>> CLASSES
>> Main Activity
>> spawns
>> - CustomTextureView class extending TextureView
>>   -this spawns the worker thread (it does not extend thread 
>> but just a worker class)
>>
>> the TextureView constructor
>>
>> public CustomTextureView (Context context, AttributeSet attrs) {
>> super(context, attrs);
>> mContext = context;
>> setWillNotDraw(true);
>> setFocusableInTouchMode(true);
>> setFocusable(true);
>> setSurfaceTextureListener(this);
>>
>> }
>> and the listener callback within this class
>> @Override
>> public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
>> int height) {
>> // TODO Auto-generated method stub
>> isRunning = true;
>> mSurface = surface;
>> mChart.setTextureSurface(surface);//mChart is the worker class/thread
>> mChart.setSurfaceSize(width, height);
>> mChart.Redraw(true);//this does all the canvas drawing on a bitmap for 
>> buffering.
>> invalidate();//this is essential to make it display on 1st run..why?
>> }
>>
>> The worker class spawned from the CustomTextureView and the critical void
>> protected void RenderCanvas(){
>> final Canvas canvas = CustomTextureView .lockCanvas(null);
>> try {
>>canvas.drawBitmap(buffBitmap, 0, 0, null);
>> } finally {
>> CustomTextureView .unlockCanvasAndPost(canvas);
>> mSurface.updateTexImage();
>> }
>> }
>>
>> So I do not work from the main activity and don't understand why I need 
>> to call invalidate() in onSurfaceTextureAvailable for the 1st run to 
>> display properly.
>>
>> Romain Guy you said NOT to call updateTexImage 

Re: [android-developers] TextureView canvas drawing problems

2012-10-22 Thread zhu hui
Hi All:

I have tried this sample, it works great. But when I change 
lockCanvas(null) into lockCanvas(new Rect(x, y, x+20, y+20)), the example 
starts to flicker. 
It seems 'lockCanvas(Rect)' can not work well for TextureView or any other 
reasons?

I am using Motorola XOOM with android 4.0.3. 
Thanks for any help! 

在 2012年10月4日星期四UTC+8上午6时06分00秒,Romain Guy (Google)写道:

 Here is a fully working example of Canvas  TextureView: 

 http://pastebin.com/J4uDgrZ8 

 On Wed, Oct 3, 2012 at 3:01 PM, Romain Guy roma...@android.comjavascript: 
 wrote: 
  The problem is that you are calling updateTexImage() yourself. Do 
  *not* do this. You are interfering with TextureView, preventing it 
  from receiving the events that it uses to refresh the screen. 
  
  On Tue, Oct 2, 2012 at 7:40 AM, Conrad Chapman 
  chapman...@gmail.comjavascript: 
 wrote: 
  Also asked in StackOverflow here 
  
 http://stackoverflow.com/questions/12688409/android-textureview-canvas-drawing-problems
  
  
  I have an app that used SurfaceView to draw dynamic 2D graphs. It 
 worked ok 
  but transormations etc as we know are not supported. So I went to 
  TextureView. My old code used another class/thread to do the drawing 
 via the 
  Surfaceholder.lockCanvas(); So I changed this to 
 TextureView.lockcanvas. 
  When this runs the canvas is not accelerated (the view is). It does not 
  display initially but if I touch the screen it displays??? The touch is 
  handled by the main activity. 
  
  Obviously it works as it will display eventually but why doesn't it 
 display 
  immediately? 
  
  The TextureView class implements SurfaceTextureListener as such below. 
  @Override 
  public void onSurfaceTextureAvailable(SurfaceTexture surface, int 
 width, 
  int height) { 
  // TODO Auto-generated method stub 
  isRunning = true; 
  mySurface = surface; 
  mChart.setTextureSurface(surface); 
  mChart.setSurfaceSize(width, height); 
  mPaint.setColor(ZOOM_BUTTONS_COLOR); 
  //mySurface.setOnFrameAvailableListener(frameready); 
  mChart.Redraw(true); 
  } 
  @Override 
  public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) { 
  // TODO Auto-generated method stub 
  isRunning = false; 
  return false; 
  } 
  this block below also workswhen manipluating the view later on (pan and 
  zoom) 
public void Render(Bitmap buffmap){ 
  //mCanvas = null; 
   post(new Runnable() { 
  public void run() { 
  invalidate(); 
  mySurface.updateTexImage(); 
  } 
  }); 
  
  
  The drawing from the worker thread/class is 
  protected void RenderCanvas(){ 
  //mCanvas = null; 
  Canvas c = null; 
  //synchronized (mCanvas) { 
  //mCanvas = null; 
  try { 
  c = mChartView.lockCanvas(null); 
  
  synchronized (mCanvas) { 
  c.drawBitmap(buffBitmap, 0, 0, null); 
  
  } 
  } finally { 
  if (c != null) { 
  mChartView.unlockCanvasAndPost(c); 
  } 
  } 
  mChartView.Render(null); 
  } 
  
  Can I work like this? Non-GL content in a TextureView? 
  Please help desperate for an answer. 
  
  -- 
  You received this message because you are subscribed to the Google 
  Groups Android Developers group. 
  To post to this group, send email to 
  android-d...@googlegroups.comjavascript: 
  To unsubscribe from this group, send email to 
  android-developers+unsubscr...@googlegroups.com javascript: 
  For more options, visit this group at 
  http://groups.google.com/group/android-developers?hl=en 
  
  
  
  -- 
  Romain Guy 
  Android framework engineer 
  roma...@android.com javascript: 



 -- 
 Romain Guy 
 Android framework engineer 
 roma...@android.com javascript: 


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Re: [android-developers] TextureView canvas drawing problems

2012-10-16 Thread Conrad Chapman
I looked at this more and Romain Guy unsurprisingly got it 100% right.
My code pasted here is wrong.
DO NOT add 
setWillNotDraw(true); in the TextureView and
 mSurface.updateTexImage(); in the drawing thread.
They will mess it up!


On Thursday, 4 October 2012 17:17:33 UTC+2, Conrad Chapman wrote:

 Thank you so much Romain for your reply and example. I might be the only 
 real canvas textureview example on the net. It worked but not quite as you 
 said. It might be something to do with my class structure as this part of 
 the program does not have internal classes..
 I will explain and show a little. Maybe my approach is bad or wrong I 
 don't know.
 CLASSES
 Main Activity
 spawns
 - CustomTextureView class extending TextureView
   -this spawns the worker thread (it does not extend thread 
 but just a worker class)

 the TextureView constructor

 public CustomTextureView (Context context, AttributeSet attrs) {
 super(context, attrs);
 mContext = context;
 setWillNotDraw(true);
 setFocusableInTouchMode(true);
 setFocusable(true);
 setSurfaceTextureListener(this);

 }
 and the listener callback within this class
 @Override
 public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
 int height) {
 // TODO Auto-generated method stub
 isRunning = true;
 mSurface = surface;
 mChart.setTextureSurface(surface);//mChart is the worker class/thread
 mChart.setSurfaceSize(width, height);
 mChart.Redraw(true);//this does all the canvas drawing on a bitmap for 
 buffering.
 invalidate();//this is essential to make it display on 1st run..why?
 }

 The worker class spawned from the CustomTextureView and the critical void
 protected void RenderCanvas(){
  final Canvas canvas = CustomTextureView .lockCanvas(null);
 try {
canvas.drawBitmap(buffBitmap, 0, 0, null);
 } finally {
 CustomTextureView .unlockCanvasAndPost(canvas);
  mSurface.updateTexImage();
 }
 }

 So I do not work from the main activity and don't understand why I need to 
 call invalidate() in onSurfaceTextureAvailable for the 1st run to display 
 properly.

 Romain Guy you said NOT to call updateTexImage but if I don't my 2d chart 
 does not update with the new buffBitmap when it is available.
 this I definitely don't understand

 Anyway it works and thanks for putting me on the right track but am i 
 still doing some android bad?

 C

 On Thursday, 4 October 2012 00:06:00 UTC+2, Romain Guy (Google) wrote:

 Here is a fully working example of Canvas  TextureView: 

 http://pastebin.com/J4uDgrZ8 

 On Wed, Oct 3, 2012 at 3:01 PM, Romain Guy roma...@android.com wrote: 
  The problem is that you are calling updateTexImage() yourself. Do 
  *not* do this. You are interfering with TextureView, preventing it 
  from receiving the events that it uses to refresh the screen. 
  
  On Tue, Oct 2, 2012 at 7:40 AM, Conrad Chapman chapman...@gmail.com 
 wrote: 
  Also asked in StackOverflow here 
  
 http://stackoverflow.com/questions/12688409/android-textureview-canvas-drawing-problems
  
  
  I have an app that used SurfaceView to draw dynamic 2D graphs. It 
 worked ok 
  but transormations etc as we know are not supported. So I went to 
  TextureView. My old code used another class/thread to do the drawing 
 via the 
  Surfaceholder.lockCanvas(); So I changed this to 
 TextureView.lockcanvas. 
  When this runs the canvas is not accelerated (the view is). It does 
 not 
  display initially but if I touch the screen it displays??? The touch 
 is 
  handled by the main activity. 
  
  Obviously it works as it will display eventually but why doesn't it 
 display 
  immediately? 
  
  The TextureView class implements SurfaceTextureListener as such below. 
  @Override 
  public void onSurfaceTextureAvailable(SurfaceTexture surface, int 
 width, 
  int height) { 
  // TODO Auto-generated method stub 
  isRunning = true; 
  mySurface = surface; 
  mChart.setTextureSurface(surface); 
  mChart.setSurfaceSize(width, height); 
  mPaint.setColor(ZOOM_BUTTONS_COLOR); 
  //mySurface.setOnFrameAvailableListener(frameready); 
  mChart.Redraw(true); 
  } 
  @Override 
  public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) { 
  // TODO Auto-generated method stub 
  isRunning = false; 
  return false; 
  } 
  this block below also workswhen manipluating the view later on (pan 
 and 
  zoom) 
public void Render(Bitmap buffmap){ 
  //mCanvas = null; 
   post(new Runnable() { 
  public void run() { 
  invalidate(); 
  mySurface.updateTexImage(); 
  } 
  }); 
  
  
  The drawing from the worker thread/class is 
  protected void RenderCanvas(){ 
  //mCanvas = null; 
  Canvas c = null; 
  //synchronized (mCanvas) { 
  //mCanvas = null; 
  try { 
  c = mChartView.lockCanvas(null); 
  
  synchronized (mCanvas) { 
  c.drawBitmap(buffBitmap, 0, 0, null); 
  
  } 
  } finally { 
  if (c != null) { 
  mChartView.unlockCanvasAndPost(c); 
  } 
  } 
  mChartView.Render(null); 
  } 
  
  Can I work like 

Re: [android-developers] TextureView canvas drawing problems

2012-10-04 Thread Conrad Chapman
Thank you so much Romain for your reply and example. I might be the only 
real canvas textureview example on the net. It worked but not quite as you 
said. It might be something to do with my class structure as this part of 
the program does not have internal classes..
I will explain and show a little. Maybe my approach is bad or wrong I don't 
know.
CLASSES
Main Activity
spawns
- CustomTextureView class extending TextureView
  -this spawns the worker thread (it does not extend thread but 
just a worker class)

the TextureView constructor

public CustomTextureView (Context context, AttributeSet attrs) {
super(context, attrs);
mContext = context;
setWillNotDraw(true);
setFocusableInTouchMode(true);
setFocusable(true);
setSurfaceTextureListener(this);

}
and the listener callback within this class
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
int height) {
// TODO Auto-generated method stub
isRunning = true;
mSurface = surface;
mChart.setTextureSurface(surface);//mChart is the worker class/thread
mChart.setSurfaceSize(width, height);
mChart.Redraw(true);//this does all the canvas drawing on a bitmap for 
buffering.
invalidate();//this is essential to make it display on 1st run..why?
}

The worker class spawned from the CustomTextureView and the critical void
protected void RenderCanvas(){
 final Canvas canvas = CustomTextureView .lockCanvas(null);
try {
   canvas.drawBitmap(buffBitmap, 0, 0, null);
} finally {
CustomTextureView .unlockCanvasAndPost(canvas);
 mSurface.updateTexImage();
}
}

So I do not work from the main activity and don't understand why I need to 
call invalidate() in onSurfaceTextureAvailable for the 1st run to display 
properly.

Romain Guy you said NOT to call updateTexImage but if I don't my 2d chart 
does not update with the new buffBitmap when it is available.
this I definitely don't understand

Anyway it works and thanks for putting me on the right track but am i still 
doing some android bad?

C

On Thursday, 4 October 2012 00:06:00 UTC+2, Romain Guy (Google) wrote:

 Here is a fully working example of Canvas  TextureView: 

 http://pastebin.com/J4uDgrZ8 

 On Wed, Oct 3, 2012 at 3:01 PM, Romain Guy roma...@android.comjavascript: 
 wrote: 
  The problem is that you are calling updateTexImage() yourself. Do 
  *not* do this. You are interfering with TextureView, preventing it 
  from receiving the events that it uses to refresh the screen. 
  
  On Tue, Oct 2, 2012 at 7:40 AM, Conrad Chapman 
  chapman...@gmail.comjavascript: 
 wrote: 
  Also asked in StackOverflow here 
  
 http://stackoverflow.com/questions/12688409/android-textureview-canvas-drawing-problems
  
  
  I have an app that used SurfaceView to draw dynamic 2D graphs. It 
 worked ok 
  but transormations etc as we know are not supported. So I went to 
  TextureView. My old code used another class/thread to do the drawing 
 via the 
  Surfaceholder.lockCanvas(); So I changed this to 
 TextureView.lockcanvas. 
  When this runs the canvas is not accelerated (the view is). It does not 
  display initially but if I touch the screen it displays??? The touch is 
  handled by the main activity. 
  
  Obviously it works as it will display eventually but why doesn't it 
 display 
  immediately? 
  
  The TextureView class implements SurfaceTextureListener as such below. 
  @Override 
  public void onSurfaceTextureAvailable(SurfaceTexture surface, int 
 width, 
  int height) { 
  // TODO Auto-generated method stub 
  isRunning = true; 
  mySurface = surface; 
  mChart.setTextureSurface(surface); 
  mChart.setSurfaceSize(width, height); 
  mPaint.setColor(ZOOM_BUTTONS_COLOR); 
  //mySurface.setOnFrameAvailableListener(frameready); 
  mChart.Redraw(true); 
  } 
  @Override 
  public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) { 
  // TODO Auto-generated method stub 
  isRunning = false; 
  return false; 
  } 
  this block below also workswhen manipluating the view later on (pan and 
  zoom) 
public void Render(Bitmap buffmap){ 
  //mCanvas = null; 
   post(new Runnable() { 
  public void run() { 
  invalidate(); 
  mySurface.updateTexImage(); 
  } 
  }); 
  
  
  The drawing from the worker thread/class is 
  protected void RenderCanvas(){ 
  //mCanvas = null; 
  Canvas c = null; 
  //synchronized (mCanvas) { 
  //mCanvas = null; 
  try { 
  c = mChartView.lockCanvas(null); 
  
  synchronized (mCanvas) { 
  c.drawBitmap(buffBitmap, 0, 0, null); 
  
  } 
  } finally { 
  if (c != null) { 
  mChartView.unlockCanvasAndPost(c); 
  } 
  } 
  mChartView.Render(null); 
  } 
  
  Can I work like this? Non-GL content in a TextureView? 
  Please help desperate for an answer. 
  
  -- 
  You received this message because you are subscribed to the Google 
  Groups Android Developers group. 
  To post to this group, send email to 
  android-d...@googlegroups.comjavascript: 
  To unsubscribe from this group, send email to 
  

Re: [android-developers] TextureView canvas drawing problems

2012-10-03 Thread Romain Guy
The problem is that you are calling updateTexImage() yourself. Do
*not* do this. You are interfering with TextureView, preventing it
from receiving the events that it uses to refresh the screen.

On Tue, Oct 2, 2012 at 7:40 AM, Conrad Chapman chapman.con...@gmail.com wrote:
 Also asked in StackOverflow here
 http://stackoverflow.com/questions/12688409/android-textureview-canvas-drawing-problems

 I have an app that used SurfaceView to draw dynamic 2D graphs. It worked ok
 but transormations etc as we know are not supported. So I went to
 TextureView. My old code used another class/thread to do the drawing via the
 Surfaceholder.lockCanvas(); So I changed this to TextureView.lockcanvas.
 When this runs the canvas is not accelerated (the view is). It does not
 display initially but if I touch the screen it displays??? The touch is
 handled by the main activity.

 Obviously it works as it will display eventually but why doesn't it display
 immediately?

 The TextureView class implements SurfaceTextureListener as such below.
 @Override
 public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
 int height) {
 // TODO Auto-generated method stub
 isRunning = true;
 mySurface = surface;
 mChart.setTextureSurface(surface);
 mChart.setSurfaceSize(width, height);
 mPaint.setColor(ZOOM_BUTTONS_COLOR);
 //mySurface.setOnFrameAvailableListener(frameready);
 mChart.Redraw(true);
 }
 @Override
 public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
 // TODO Auto-generated method stub
 isRunning = false;
 return false;
 }
 this block below also workswhen manipluating the view later on (pan and
 zoom)
   public void Render(Bitmap buffmap){
 //mCanvas = null;
  post(new Runnable() {
 public void run() {
 invalidate();
 mySurface.updateTexImage();
 }
 });


 The drawing from the worker thread/class is
 protected void RenderCanvas(){
 //mCanvas = null;
 Canvas c = null;
 //synchronized (mCanvas) {
 //mCanvas = null;
 try {
 c = mChartView.lockCanvas(null);

 synchronized (mCanvas) {
 c.drawBitmap(buffBitmap, 0, 0, null);

 }
 } finally {
 if (c != null) {
 mChartView.unlockCanvasAndPost(c);
 }
 }
 mChartView.Render(null);
 }

 Can I work like this? Non-GL content in a TextureView?
 Please help desperate for an answer.

 --
 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



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

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Re: [android-developers] TextureView canvas drawing problems

2012-10-03 Thread Romain Guy
Here is a fully working example of Canvas  TextureView:

http://pastebin.com/J4uDgrZ8

On Wed, Oct 3, 2012 at 3:01 PM, Romain Guy romain...@android.com wrote:
 The problem is that you are calling updateTexImage() yourself. Do
 *not* do this. You are interfering with TextureView, preventing it
 from receiving the events that it uses to refresh the screen.

 On Tue, Oct 2, 2012 at 7:40 AM, Conrad Chapman chapman.con...@gmail.com 
 wrote:
 Also asked in StackOverflow here
 http://stackoverflow.com/questions/12688409/android-textureview-canvas-drawing-problems

 I have an app that used SurfaceView to draw dynamic 2D graphs. It worked ok
 but transormations etc as we know are not supported. So I went to
 TextureView. My old code used another class/thread to do the drawing via the
 Surfaceholder.lockCanvas(); So I changed this to TextureView.lockcanvas.
 When this runs the canvas is not accelerated (the view is). It does not
 display initially but if I touch the screen it displays??? The touch is
 handled by the main activity.

 Obviously it works as it will display eventually but why doesn't it display
 immediately?

 The TextureView class implements SurfaceTextureListener as such below.
 @Override
 public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
 int height) {
 // TODO Auto-generated method stub
 isRunning = true;
 mySurface = surface;
 mChart.setTextureSurface(surface);
 mChart.setSurfaceSize(width, height);
 mPaint.setColor(ZOOM_BUTTONS_COLOR);
 //mySurface.setOnFrameAvailableListener(frameready);
 mChart.Redraw(true);
 }
 @Override
 public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
 // TODO Auto-generated method stub
 isRunning = false;
 return false;
 }
 this block below also workswhen manipluating the view later on (pan and
 zoom)
   public void Render(Bitmap buffmap){
 //mCanvas = null;
  post(new Runnable() {
 public void run() {
 invalidate();
 mySurface.updateTexImage();
 }
 });


 The drawing from the worker thread/class is
 protected void RenderCanvas(){
 //mCanvas = null;
 Canvas c = null;
 //synchronized (mCanvas) {
 //mCanvas = null;
 try {
 c = mChartView.lockCanvas(null);

 synchronized (mCanvas) {
 c.drawBitmap(buffBitmap, 0, 0, null);

 }
 } finally {
 if (c != null) {
 mChartView.unlockCanvasAndPost(c);
 }
 }
 mChartView.Render(null);
 }

 Can I work like this? Non-GL content in a TextureView?
 Please help desperate for an answer.

 --
 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
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 For more options, visit this group at
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 --
 Romain Guy
 Android framework engineer
 romain...@android.com



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

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