Where were a lot of troubles with opengl bags and features.
I just published on Google Play extremely beatuful and funny life wallpaper
Bestiary.
There are hundreds of animated creatures with lots of settings.
Watch a video http://www.youtube.com/watch?v=hOXNxRm8dxo&hd=1
Or get it on google p
You can preview at youtube
http://www.youtube.com/watch?v=hOXNxRm8dxo&hd=1
google play]
https://play.google.com/store/apps/details?id=com.icelaba.bestiary
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Please look at
https://developer.qualcomm.com/forum/qdevnet-forums/mobile-gaming-graphics-optimization-adreno/11525#comment-6928
i have no rooted phone,
so please anybody who affected this bug, send to Qualcomm a stack trace
(using gdb) of all the threads of the system_server process
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You
It looks like i found workaround. In all my apps error "
waitForCondition(LockCondition) timed
out " disappeared.
The workaround is next.
I preload two copy of each texture into GPU - texture1 and texture1copy,
and in onDrawFrame one call i use first texture copy, next call i use
second textur
Thank you a lot, also i have an answer from arm mali
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The specification says that some number of texture units are available
to vertex shaders. There is a query to get the number of vertex shader
t
It looks like ARM MALI GPU does not support opengl es 2.0 specification!!!
Mali GPU Offline Shader Compiler
http://www.malideveloper.com/developer-resources/tools/offline-shader-compiler.php
gives same error - function texture2D not supported on target
on next vertex shader code
-
Also i post this question on Mali Arm forum
http://forums.arm.com/index.php?/topic/15341-galaxy-s2-function-texture2d-in-vertex-shader-not-supported-error/
galaxy s2 phone with *Mali*-400 MP *GPU*
*How to compile vertex shader with function texture2D, *
Every time i try to compile any shader with
Samsung Galaxy S2
When i compile vertex shader code which works on any other phone i have
(nexus one, galaxy S, samsung ace, nexus s, dell)
does not compile and gives this error
function texture2D not supported on target
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Gro
I do not understand step "5)" create a framebuffer and bind it to the
texture from #3
do you call *glFramebufferTexture *attaching texture as GL_COLOR_ATTACHMENT*
i*
or what?
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The *more information* you provide, the better your results will be.
But the easiest solutions:
If you draw all in 3d see glEnable(GL_DEPTH_TEST) also glDepthFunc
If 2D you can create sprites with alpha channel (png), disable
GL_DEPTH_TEST,
set blending
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.gl
is the question.
On Nov 2, 5:09 am, Zsolt Vasvari wrote:
> So basically the advice given the blog is impossible to achive (or NP-
> Complete)?
>
> On Nov 2, 9:09 am, cybice wrote:
>
>
>
>
>
>
>
> > But, no 100% probability that this method find some
But, no 100% probability that this method find something :-)
But :-) i think CRC32 is not a good hash function so probability to
find solution is not zero
On Nov 2, 3:45 am, cybice wrote:
> Another way :-)
>
> while(CALC_CRC(compiled_code)!=CRC)
> {
> CRC = CRC++;
> Injec
Another way :-)
while(CALC_CRC(compiled_code)!=CRC)
{
CRC = CRC++;
InjectCRCIntoSource(CRC);
Compile();
}
On Nov 1, 10:50 am, Zsolt Vasvari wrote:
> Under the part "Make your application temper-resistant" Tim Bray
> advises:
>
> "The most obvious mechanism is to use a lightweight hash fun
Hacker will hack the function that checks checksum,
it's simple.
IMHO writing some of your code with your own simple compiler,
allows you to check something in more secured way,
and also give you possibility to create anti-hack tricks not available
in Java
(on the fly code decryption with small dec
Yes, it possible
just override onOffsetsChanged and change wallpaper due to parameters
as you want,
by moving existing wallpaper image with 3x width,
or putting any images with 1x width near moving edge of visible image.
On Oct 30, 2:37 am, jexsk wrote:
> Could it be possible to make each screen
Where is no need in android to make such call if you use java -
you can simply implements GLSurfaceView.Renderer
Pass this object to GLSurfaceView (see setRenderer method)
and make all drawing in onDrawFrame method
For programming in Cpp
you can look PowerVR Software Development Kit (http://www.im
Why do you need opengl for video output?
glTexImage2D is really slow - but you can improve performance of
video app
if render more than one video frames into one data buffer,
so one call to glTexImage2D will pass to opengl subsystem more than
one videoframe
and then you can change video frames at
Can anybody explain:
I have an application which to make some effects uses opengl
FrameBuffers
Opengl version is GL ES 2.0 hardware is Nexus One
In my application one call to
draw some texture in FrameBuffer cause FPS decrease from 40 to 30
But 10 calls to 10 FrameBuffers, also cause FPS decrease
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