ARToolkit - call to OpenGL ES API with no current context - android

Currently I'm working on ARSimpleNativeCars in ARToolKit4Android that release on 2012-03-09. Before running the ARSimpleNativeCarsActivity class, I add in another menu class. In that class I start a new intent in a button:
Intent myIntent = new Intent(Assignment_Main.this, ARSimpleNativeCarsActivity.class);
startActivity(myIntent);
The camera view is working fine but the model does not appear. When I check my logcat, there is an error, call to OpenGL ES API with no current context.
But if I run the ARSimpleNativeCarsActivity class directly then is working.

You might want to check the update to ARToolKit for Android released 2012-12-06, which includes a fix for an issue which might be affecting you. The release notes say:
A problem with texture loading when using Wavefront .obj models in the Android examples has been fixed. Now, a new function glmReadOBJ2
delays loading and submission of the textures until the model is ready
to be drawn. Previously, texture loading was performed when the model
was loaded, and typically no OpenGL context would be valid at that
point.
In other words, initialising the native code portion in the application, including model loading, was failing because textures were being loaded without a valid OpenGL context. The code now implements lazy loading of textures. You might be seeing the same problem.

Related

OpenSceneGraph integration into Qt Quick

I want to integrate OSG scene into my Qt Quick application.
It seems that the proper way to do it is to use QQuickFramebufferObject class and call osgViewer::Viewer::frame() inside QQuickFramebufferObject::Renderer::render(). I've tried to use https://bitbucket.org/leon_manukyan/qtquick2osgitem/overview.
However, it seems this approach doesn't work correctly in all cases. For example, in Android platform this code renders only the first frame.
I think the problem is that QQuickFramebufferObject uses the same OpenGL context both for Qt Quick Scene Graph and code called within QQuickFramebufferObject::Renderer::render().
So I'm wondering, is it possible to integrate OpenSceneGraph into Qt Quick using QQuickFramebufferObject correctly or it is better to use implementation that uses QQuickItem and separate OpenGL context such as https://github.com/podsvirov/osgqtquick?
Is it possible to integrate OpenSceneGraph into Qt Quick using
QQuickFramebufferObject correctly or it is better to use
implementation that uses QQuickItem and separate OpenGL context?
The easiest way would be using QQuickPaintedItem which is derived from QQuickItem. While it is by default offering raster-image type of drawing you can switch its render target to OpenGL FramebufferObject:
QPainter paints into a QOpenGLFramebufferObject using the GL paint
engine. Painting can be faster as no texture upload is required, but
anti-aliasing quality is not as good as if using an image. This render
target allows faster rendering in some cases, but you should avoid
using it if the item is resized often.
MyQQuickItem::MyQQuickItem(QQuickItem* parent) : QQuickPaintedItem(parent)
{
// unless we set the below the render target would be slow rastering
// but we can definitely use the GL paint engine just by doing this:
this->setRenderTarget(QQuickPaintedItem::FramebufferObject);
}
How do we render with this OpenGL target then? The answer can be still good old QPainter filled with the image called on update/paint:
void MyQQuickItem::presentImage(const QImage& img)
{
m_image = img;
update();
}
// must implement
// virtual void QQuickPaintedItem::paint(QPainter *painter) = 0
void MyQQuickItem::paint(QPainter* painter)
{
// or we can precalculate the required output rect
painter->drawImage(this->boundingRect(), m_image);
}
While QOpenGLFramebufferObject used behind the scenes here is not QQuickFramebufferObject the semantics of it is pretty much what the question is about and we've confirmed with the question author that we can use QImage as a source to render in OpenGL.
P.S. I successfully use this technique since Qt 5.7 on PC desktop and singleboard touchscreen Linux device. Just a bit unsure of Android.

Unity canvas scaler hiding animations in high resolution display

I instantiate the following gameObject, which contains an Animator with the mode "always animate" on, the animation goes for 340ms, after that time I destroy the gameObject.
The gameObject Inspector properties:
I instantiate it using the following code:
instancia = (Instantiate(cardAnimation, new Vector3(0, 0, 0), Quaternion.identity) as GameObject).GetComponent<Image>();
instancia.rectTransform.SetParent(transform);
StartCoroutine(KillOnAnimationEnd());
Here is the Coroutine:
private IEnumerator KillOnAnimationEnd()
{
yield return new WaitForSeconds(0.34f);
DestroyImmediate(instancia);
}
Here is how the animation looks like when simulating in Unity (PC-Windows):
But on android after I open the chest it waits 340ms with nothing happening and then show the information above, does this have something to do with the plataform or is some unity or perhaps code related issue?
NOTE: I also have another animation in another scene that is just a already instantiated gameObject in the Hierarchy with always animated on and it works on Android.
--EDIT--
So I have ran the newest version of the app in a emulator which is almost about 1080x480 and the animation showed just as the PC, also running on a 720p smartphone did the job, the only problem I'm still having is with my QuadHD resolution from Galaxy S6, everything else shows but the animation, I have even tried making the animation run without any script so it runs in a loop, but it doesn't show up in galaxy screen.
Given the news about the issue I think this might change a little bit the perspective of answers and perhaps help someone else solve the same problem in the future.
Okay, figured out the problem, its something to do with "rotation" in animations using Unity3D in 2D mode, gonna be reporting it form Unity so it is fixed.
The solution: Animate your UI only using scale/position, if used rotation it will not show on high resolution display.
I am pretty sure your WaitForSeconds(0.34f) is not working properly because there is no thing such as yield keyword in Java. I recommend you to use a invoke method instead to call your method that destroys your GameObject.

Android OpenGL texture from non-local source using Rajawali3D?

I am using the OpenGL library Rajawali3D to display my models. What I would like to know is how can I load a texture from my server based on the logged in user? I've searched all over the internet trying to figure this out for months with no success. I found this website that explains how to load a texture from a non-local source but when I tried it, it didn't work with Rajawali. Any suggestions or examples would be much appreciated.
Here's the website I attempted to use: texture from web
I'm not familiar with Rajawali, however as I just checked it out, it seems fairly easy to load a remote texture and apply it to a model.
I presume that you've loaded your 3D model and can show it fine. If so, you should take the following basic steps (which apply generally to all 3D modeling apps):
Prepare texture
Prepare material
Apply material to a model
There's a class called Texture in Rajawali, which creates a texture object from a bitmap image. So, you should first download that image from your server. Downloading process is apart from Rajawali concepts, so you can get it done via many existing libraries.
Once you're finished downloading the image, you can feed it to the Texture class.
Texture mytexture = new Texture("texture", /*address to the downloaded image*/);
Then, you should add it to a material
try {
material.addTexture(mytexture);
} catch (ATexture.TextureException error){
Log.d(TAG, "Error Occurred");
}
Now, you can apply this material to a model
model.setMaterial(material);

Adapting Grafika RecordFBOActivity to work with Android GPUImage

I have an application that is using the Android port of GPUImage as the OpenGL Renderer and manager of several filters.
It currently does not have a video implementation, so I am trying to adapt the RecordFBOActivity from the Google grafika repository to work with the GPUImage architecture.
The base GPUImage class manages the GLContext and GLSurfaceView, and the GPUImageRenderer class implements the Renderer class.
This is the class where I am trying to adapt the RenderThread from the RecordFBOActivity of grafika. There are a few problems.
First, in the preparegl() method, I am passing a SurfaceTexture instead of a Surface, as GPUImage doesn't use the SurfaceHolder at all (I think I can implement it, but am trying not to change the base code too much, as i would like to push back my implementation to the aforementioned repo). I know that WindowSurface.java has an overloaded method to construct a WindowSurface from a SurfaceTexture as well as a Surface, but if I do this the mSurface iVar is always null, as I never have a surface to pass to it, which causes a NPE in the makeCurrent() method of recording.
Second, GPUImage attaches itself to a GLSurfaceView, not a SurfaceView like the grafika example uses, so I'm a little uncertain if there are any low level inconsistencies that may be causing conflicts for me...
Third, and I think this is the main issue, at least at the moment, is that I can't seem to reconcile the camera preview of GPUImage with the WindowSurface of grafika. If I comment out the prepareGl() method, the setUpSurfaceTexture() of GPUImage sets the preview texture of the camera from the SurfaceTexture that is created by glGenTextures() and the preview works fine.. as well as being attached to the filter render chain. However, if I try to call the prepareGL() method, and pass the exact same SurfaceTexture to the constructor of mWindowSurface, the camera service dies and i get a EGL_BAD_SURFACE error.
Long question, with a few moving parts, I know... Will attempt to edit/update as I can clarify issues and approaches to myself. But would love if anyone has any thoughts/interrogations... particularly #fadden :D
I was also trying to achieve the same thing and have tried what fadden has suggested. Tried to integrate CameraSurfaceRenderer functionality to GPUImageRenderer. The preview is fine but the recording is just a video with black frames. EGL14.eglGetCurrentContext() returns null for following call and my guess is if a new context is created it will not be same as what GPUImage might have
mVideoEncoder.startRecording(new TextureMovieEncoder.EncoderConfig(
mOutputFile, 640, 480, 1000000, EGL14.eglGetCurrentContext()));
#Jesses.co.tt were you able to achieve it?
(as I can't add comment it is added as an answer).

How to use OpenGL ES 2.0 on Android without a display?

I'm doing some image processing on Android just like GPUImage done on iOS.
My product is willing to support any platform. And, it can already run well with GLEW on PC.
And it can also run with a glSurfaceView on my Android device & Blue stacks.
But, the display is not neccessary since my interface is like: ProcessImage(Bitmap dst, Bitmap src, ...other args...);
So, my question is: How to use GLES without a display like glSurfaceView?
Here is what I do on PC:
call wglMakeCurrent(the_dc_to_use, the_gl_rc_to_use) before my job;
call wglMakeCurrent(NULL, NULL)" after my job;
And the context is created from my window's HWND.
What is the similar function on Android?

Categories

Resources