Re: [android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-18 Thread Andres Colubri
FYI - CopyTexImage2D is a pipeline stall so you will want to set up your rendering order to account for that. I'm not sure how to optimize but I would try having it be as near to last as possible to start with. Thanks for the recommendation. In fact, I'm using it as the very last function in th

[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-17 Thread Robert Green
Great! I'm glad you got it to work. FYI - CopyTexImage2D is a pipeline stall so you will want to set up your rendering order to account for that. I'm not sure how to optimize but I would try having it be as near to last as possible to start with. I don't know how to get the SubImage function to

Re: [android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-17 Thread Andres Colubri
I finally got glCopyTexImage2D t work, using a power-of-two texture as you suggested, and GL_RGB as internal format passed to glCopyTexImage2D (the internal format of the texture is GL_RGBA). glCopyTexSubImage2D doesn't seem to work though. As far as I understand from reading the OpenGL ES doc

[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-17 Thread Robert Green
Have you tried copying it to a power of 2 texture instead of the viewport dimensions? I'd test with 512x256 and see if that works. On Apr 16, 10:22 pm, Andres Colubri wrote: > Any updates on this one? I have been trying to copy the contents of the > back buffer into an opengl texture, but withou

[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-16 Thread Andres Colubri
Any updates on this one? I have been trying to copy the contents of the back buffer into an opengl texture, but without success. I'm using the same method mentioned in the first post of this thread: gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0); where w and h are the cu

[android-developers] Re: glCopyTexImage2D - Success anyone?

2009-12-11 Thread scott19_68
Works for me on my HTC Hero - I too could only use RGB and not RGBA. Emulator flips the textures upside down though... Does anyone else have more information regarding other phones? I have an app on the app store that uses this method and I am suspecting that it does not work for all current phon

[android-developers] Re: glCopyTexImage2D - Success anyone?

2009-11-22 Thread Nightwolf
This might help http://www.anddev.org/how_to_get_opengl_screenshot__useful_programing_hint-t829.html On 22 ноя, 00:45, Ben Gotow wrote: > Hey everyone, > > I'm porting an OpenGL app from the iPhone to Android, and I need to > render OpenGL content to a texture. Since framebuffers are not > availa