I tried to the code from Fastest 2D frame rate possible with android NDK, my try included, better options available? ,
but textures didn't show, just filled with black.
who can show me a example of how to use textures in android ndk with opengl es 2.0?
Thanks!
my phone is Moto Milestone with android 2.1.
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Is that true three.js can only work as webview in ios and Android instead of calling native graphics API? In that case the performance will be very poor?
I am using titanium SDK 5.0.0.GA.I have lot of map annonation on mapview.I want to load all annonation on mapview and display it as per map zoom level.I know there is one way for doing that is cluster map but I am not sure how to achieve this in android using titanium framework.
Look at Google map clustering in android
Thanks
There is a JavaScript-based library called Ti.MarkerManager to hide pins in certain zoom-levels. Unfortunately, at least iOS does not offer Clustering in their native MKMapView, yet. The Android-part could be implemented as a new feature in Ti.Map Android.
We are seeing a lot of OpenGL problems with our Android app running under ARC on either Chrome on the desktop or on Chromebook.
We use OpenGL ES1 for our drawing. This same code works fine on iOS, Android and Mac. However when running under ARC we see blank rectangles where our text should be. Other drawing comes out at a vastly wrong scale. There are lots of obscure OpenGL errors in the Logcat.
Are others having these problems? I was wondering if it was because we are still using OpenGL ES1.
ARC is still in Beta so I wouldn't expect things to run flawlessly. Try updating your graphics drivers. That should do the trick.
[https://downloadcenter.intel.com/search?keyword=2nd+Generation+Intel%C2%AE+Core%E2%84%A2+Processors+with+Intel%C2%AE+HD+Graphics+3000%2F2000][1]
using threejs to create a sphere with texture.
in Chrome (41.0.) on Samsung Tab 4 (Android 4.4.2) I am getting the following console:
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
causing my controls to stop working.
sphere and texture are loaded.
any ideas?
------ UPDATE
threejs examples of DeviceControls not working on Samsung Tab4. Looks like more a device specific issue.
I want to make sure the front camera using QCAR-SDK can be specified?
Or do you have any ideas to specify the camera in Xcode?
QCAR SDK does not currently support the front facing camera.