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2014/10/16 ¤W¤È 08:23:30

android Programming Glossary: scene

Framebuffer FBO render to texture is very slow, using OpenGL ES 2.0 on Android, why?

http://stackoverflow.com/questions/10729352/framebuffer-fbo-render-to-texture-is-very-slow-using-opengl-es-2-0-on-android

and tried everything even if I draw a single sprite on the scene and blend a trasparent FBO texture to the screen the framerate..

How do I make a body ignore gravity (AndEngine)?

http://stackoverflow.com/questions/11239548/how-do-i-make-a-body-ignore-gravity-andengine

I have a sprite with a body that bounces around the scene. It needs to be unaffected by gravity but also able to collide.. gravity but also able to collide with other bodies on the scene. This means I cannot use a kinematic body. I tried body PhysicsFactory.createCircleBody.. seemed to work. My body still falls to the bottom of the scene and sits there. I saw something about applying an equal and..

How to collide objects with high speed in Unity

http://stackoverflow.com/questions/14326535/how-to-collide-objects-with-high-speed-in-unity

value the more times Unity calculates the physics of a scene. But be warned making this value too small say 0.005 will likely..

Why my opengl output differs for various devices?

http://stackoverflow.com/questions/17187032/why-my-opengl-output-differs-for-various-devices

allowing you to only draw differences in the rendered scene on top of what previously existed. This IS available in Mali..

ADT 22.3 (android 4.4) - getting error “After scene creation, #init() must be called”

http://stackoverflow.com/questions/19751149/adt-22-3-android-4-4-getting-error-after-scene-creation-init-must-be-ca

22.3 android 4.4 getting error &ldquo After scene creation #init must be called&rdquo After installing the new.. on any of them I see An internal error has occurred. After scene creation #init must be called When testing the new ADT on another..

Detect user's touches over an OpenGL square [duplicate]

http://stackoverflow.com/questions/4154272/detect-users-touches-over-an-opengl-square

You can figure out how the touch maps into your scene and test your objects mathematically. If your square is flat.. available under OpenGL ES. For example clear your scene to black and draw your square in solid blue. Use glReadPixels.. way to test because it means an additional draw of the scene but it means that you don't have to implement any additional..

How to limit framerate when using Android's GLSurfaceView.RENDERMODE_CONTINUOUSLY?

http://stackoverflow.com/questions/4772693/how-to-limit-framerate-when-using-androids-glsurfaceview-rendermode-continuousl

Android. The frame rate varies from about 20 45fps due to scene complexity. Anything above 30fps is silly for the game it's..

Cardio graph for android

http://stackoverflow.com/questions/6041190/cardio-graph-for-android

you want When you need to update the graphic clear the scene and build the line path adapt this to your needs canvas.drawColor..

In App BIlling trouble with Pending Intents and switching activities

http://stackoverflow.com/questions/6352150/in-app-billing-trouble-with-pending-intents-and-switching-activities

doing anything too fancy my game activities are all single scene and don't have any Physics or anything like that just a bunch..

Android OpenGL 3D picking

http://stackoverflow.com/questions/6699387/android-opengl-3d-picking

farCoords 0 farCoords 1 farCoords 2 Plot the points in the scene nearMarker.set nearCoords farMarker.set farCoords markerOn true..

Android: Qualcomm's QCAR (Vuforia) SDK with min3D Framework (or other 3D-Model/Animation Loader/Renderer)

http://stackoverflow.com/questions/8242454/android-qualcomms-qcar-vuforia-sdk-with-min3d-framework-or-other-3d-model-a

and modelview matrix of QCAR Vuforia to min3D So that the scene is rendered correct in min3d.glsurfaceview Has anyone developed..

How to change TimerHandler delay in AndEngine?

http://stackoverflow.com/questions/8271473/how-to-change-timerhandler-delay-in-andengine

this method i create that adds a sprite to my andengine scene every second. private void createSpriteSpawnTimeHandler TimerHandler..

Android: RunOnUiThread vs AsyncTask

http://stackoverflow.com/questions/9296539/android-runonuithread-vs-asynctask

I am actually looking for technical diffrences behind the scene. For example Paul Nikonowicz's answer below would have been..

Framebuffer FBO render to texture is very slow, using OpenGL ES 2.0 on Android, why?

http://stackoverflow.com/questions/10729352/framebuffer-fbo-render-to-texture-is-very-slow-using-opengl-es-2-0-on-android

w it has an adreno 205 as gpu . I searched everywhere and tried everything even if I draw a single sprite on the scene and blend a trasparent FBO texture to the screen the framerate drops. I tried other games with lighting effects on that..

How do I make a body ignore gravity (AndEngine)?

http://stackoverflow.com/questions/11239548/how-do-i-make-a-body-ignore-gravity-andengine

do I make a body ignore gravity AndEngine I have a sprite with a body that bounces around the scene. It needs to be unaffected by gravity but also able to collide with other bodies on the scene. This means I cannot use a.. that bounces around the scene. It needs to be unaffected by gravity but also able to collide with other bodies on the scene. This means I cannot use a kinematic body. I tried body PhysicsFactory.createCircleBody mPhysicsWorld this BodyType.DynamicBody.. true true with different values for my FixtureDef but nothing seemed to work. My body still falls to the bottom of the scene and sits there. I saw something about applying an equal and opposite force. If my gravitational force is the earth default..

How to collide objects with high speed in Unity

http://stackoverflow.com/questions/14326535/how-to-collide-objects-with-high-speed-in-unity

try changing the fixed time step for physics . The smaller this value the more times Unity calculates the physics of a scene. But be warned making this value too small say 0.005 will likely result in an unstable game especially on a portable device...

Why my opengl output differs for various devices?

http://stackoverflow.com/questions/17187032/why-my-opengl-output-differs-for-various-devices

renderers will save the content of your buffer effectively allowing you to only draw differences in the rendered scene on top of what previously existed. This IS available in Mali however is not enabled by default as it can cause undesired..

ADT 22.3 (android 4.4) - getting error “After scene creation, #init() must be called”

http://stackoverflow.com/questions/19751149/adt-22-3-android-4-4-getting-error-after-scene-creation-init-must-be-ca

22.3 android 4.4 getting error &ldquo After scene creation #init must be called&rdquo After installing the new ADT 22.3.0.v201310242005 887826 which supports Android 4.4.. I see multiple items of RenderPreview and when I click on any of them I see An internal error has occurred. After scene creation #init must be called When testing the new ADT on another computer I can't see this error appearing there. This..

Detect user's touches over an OpenGL square [duplicate]

http://stackoverflow.com/questions/4154272/detect-users-touches-over-an-opengl-square

OpenGL ES. There are as stated elsewhere essentially two approaches. You can figure out how the touch maps into your scene and test your objects mathematically. If your square is flat on as though you were drawing it in 2d then you can achieve.. something essentially like picking but adapted for the functionality available under OpenGL ES. For example clear your scene to black and draw your square in solid blue. Use glReadPixels to get the colour value at the touch location. If it's blue.. the touch is on the square. This is probably a more expensive way to test because it means an additional draw of the scene but it means that you don't have to implement any additional maths or other code beyond what GL supplies. The only slight..

How to limit framerate when using Android's GLSurfaceView.RENDERMODE_CONTINUOUSLY?

http://stackoverflow.com/questions/4772693/how-to-limit-framerate-when-using-androids-glsurfaceview-rendermode-continuousl

I have a C game running through JNI in Android. The frame rate varies from about 20 45fps due to scene complexity. Anything above 30fps is silly for the game it's just burning battery. I'd like to limit the frame rate to 30..

Cardio graph for android

http://stackoverflow.com/questions/6041190/cardio-graph-for-android

3 paint.setColor Color.GREEN Change to what you want When you need to update the graphic clear the scene and build the line path adapt this to your needs canvas.drawColor Color.WHITE Path path new Path path.moveTo 0 yourValueAt..

In App BIlling trouble with Pending Intents and switching activities

http://stackoverflow.com/questions/6352150/in-app-billing-trouble-with-pending-intents-and-switching-activities

the problem so being familiar with it could help . I'm not doing anything too fancy my game activities are all single scene and don't have any Physics or anything like that just a bunch of sprites and textures. I also used Andengine for all of..

Android OpenGL 3D picking

http://stackoverflow.com/questions/6699387/android-opengl-3d-picking

0 nearCoords 1 nearCoords 2 System.out.println Far farCoords 0 farCoords 1 farCoords 2 Plot the points in the scene nearMarker.set nearCoords farMarker.set farCoords markerOn true double diffX nearCoords 0 farCoords 0 double diffY nearCoords..

Android: Qualcomm's QCAR (Vuforia) SDK with min3D Framework (or other 3D-Model/Animation Loader/Renderer)

http://stackoverflow.com/questions/8242454/android-qualcomms-qcar-vuforia-sdk-with-min3d-framework-or-other-3d-model-a

I merge QCAR Vuforia with min3D How assigning the projection and modelview matrix of QCAR Vuforia to min3D So that the scene is rendered correct in min3d.glsurfaceview Has anyone developed an example How is your experience Edit For examples and..

How to change TimerHandler delay in AndEngine?

http://stackoverflow.com/questions/8271473/how-to-change-timerhandler-delay-in-andengine

to change TimerHandler delay in AndEngine I have this method i create that adds a sprite to my andengine scene every second. private void createSpriteSpawnTimeHandler TimerHandler spriteTimerHandler float mEffectSpawnDelay 1f spriteTimerHandler..

Android: RunOnUiThread vs AsyncTask

http://stackoverflow.com/questions/9296539/android-runonuithread-vs-asynctask

'easier to see the code' 'convenient for developers' etc. I am actually looking for technical diffrences behind the scene. For example Paul Nikonowicz's answer below would have been the answer I wanted to see. But AsyncTask behaves the same ..