My Android app takes microphone input and plots the amplitude data with points. Right now I'm using Canvas to draw point primitives representing each value, and I'm seeing very slow drawing times. Is this because of all the separate points I'm drawing? Could this be sped up by using a bitmap? If not, is there some other way to bring some speed into this app?
I think it's faster drawing with Bitmap.
Related
I have imported a model (e.g. a teapot) using Rajawali into my scene.
What I would like is to label parts of the model (e.g. the lid, body, foot, handle and the spout)
using plain Android views, but I have no idea how this could be achieved. Specifically, positioning
the labels on the right place seems challenging. The idea is that when I transform my model's position in the scene, the tips of the labels are still correctly positioned
Rajawali tutorial show how Android views can be placed on top of the scene here https://github.com/Rajawali/Rajawali/wiki/Tutorial-08-Adding-User-Interface-Elements
. I also understand how using the transformation matrices a 3D coordinate on the model can be
transformed into a 2D coordinate on the screen, but I have no idea how to determine the exact 3D coordinates
on the model itself. The model is exported to OBJ format using Blender, so I assume there is some clever way of determining
the coordinates in Blender and exporting them to a separate file or include them somehow in the OBJ file (but not
render those points, only include them as metadata), but I have no idea how I could do that.
Any ideas are very appreciated! :)
I would use a screenquad, not a view. This is a general GL solution, and will also work with iOS.
You must determine the indices of the desired model vertices. Using the text rendering algo below, you can just fiddle them until you hit the right ones.
Create a reasonable ARGB bitmap with same aspect ratio as the screen.
Create the screenquad texture using this bitmap
Create a canvas using this bitmap
The rest happens in onDrawFrame(). Clear the canvas using clear paint.
Use the MVP matrix to convert desired model vertices to canvas coordinates.
Draw your desired text at the canvas coordinates
Update the texture.
Your text will render very precisely at the vertices you specfied. The GL thread will double-buffer and loop you back to #4. Super smooth 3D text animation!
Use double floating point math to avoid loss of precision during coordinate conversion, which results in wobbly text. You could even use the z value of the vertex to scale the text. Fancy!
The performance bottleneck is #7 since the entire bitmap must be copied to GL texture memory, every frame. Try to keep the bitmap as small as possible, maintaining aspect ratio. Maybe let the user toggle the labels.
Note that the copy to GL texture memory is redundant since in OpenGL-ES, GL memory is just regular memory. For compatibility reasons, a redundant chunk of regular memory is reserved to artificially enforce the copy.
I'm making an app in which the user draws patterns (drawn and stored as Path objects) onto a Canvas on a SurfaceView. The app does some basic animations on the paths including constantly rotating them. I've read that a common optimisation for Path drawing is to cache them into a Bitmap so that all the bezier logic isn't repeated each frame. I tried this but it's making things worse. My best guess is that having to rotate bitmaps by an arbitrary angle every frame is too expensive. Is this a likely diagnosis? Bitmap rotation is very slow, right? Is there a way around this?
I have a byte buffer in my Android application,consider it as a vector.The data in the buffer is changed dynamically(There is a separate thread to update the buffer).I want to draw these data dynamically.
Every data represents a point's Y coordinate in the View,connect the consecutive points to form a curve.As the buffer is updated periodically,the curve looks like moving forward smoothly.
Firstly,I implement this by drawing lines in the View's onDraw(Canvas canvas) method,but it is very ineffective.When calling invalidate method is too frequently, the CPU consume is very heavy.
So I change to use the SurfaceView, draw the dynamic curve in the separate thread, but It is still not satisfactory.
I want to know whether there is any good methods to achieve this.Whether is OpenGL ES a choice?
In OpenGL ES 1.0 you can use glDrawArrays in GL_LINES mode. It will do exactly what the Canvas is doing with your data, but considerably faster
I am trying to construct a SurfaceView by reading in an array and using case switches to build the canvas.
so the question is: can I construct a canvas looping Y, by tracking X. loading bitmaps using BitmapFactory() into the canvas and then using 1 .show() to render the canvas to the screen? or will I need to call the canvas render for each of these (or will that through away the screen every time I do that)?
Not sure what you're getting at, but for one thing avoid using BitmapFactory in onDraw. You don't want to be doing bitmap decoding at the same time as rendering. You should load your bitmaps ahead of time and keep them around in memory for faster drawing later on.
I'm currently writing an Android game using surfaceView. I've optimized the game as much as possible and it runs quite smoothly. However, I have collision detection incorporated which is a bit messy. I would like to do collision detection by reading pixels directly from the canvas. Is this possible to do? The closest to this that I have found was to attach a new bitmap to the canvas using setBitmap. Then when I drew to the canvas, the bitmap would be updated. Would this be the way to go? Thanks.
Although you should manage the collision detection in a different way, you can get the pixel color on a given position with the next line of code:
mView.mBitmap.getPixel(j, i)
mView is the View that contains your canvas and mBitmap is the Bitmap with which you created your canvas:
Canvas mCanvas = new Canvas(mBitmap);
From the Canvas API:
The Canvas class holds the "draw"
calls. To draw something, you need 4
basic components: A Bitmap to hold the
pixels, a Canvas to host the draw
calls (writing into the bitmap), a
drawing primitive (e.g. Rect, Path,
text, Bitmap), and a paint (to
describe the colors and styles for the
drawing).
So you wouldn't ever ask a canvas for pixel data, because the canvas itself doesn't really "own" pixel data. The canvas which you use to make draw calls is always attached to a bitmap (the one you're drawing on), so that bitmap is where you should get your pixel data from.
Collision detection is usually costly, but going to a bitmap-based process could make it even worse, depending on what you're trying to do. Just a heads up.
I agree with Josh. If precision is that important in your app, you may want to incorporate screen size/resolution data into some kind of physics engine. Trying to build a physics engine based entirely on visual processing is probably unnecessarily costly.