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  1. Re: Hardware accelerated phones in the context of augmented reality

    Hi.

    Have you looked at the documentation "Best Practices for HW-Accelerated Graphics Optimization" here in Forum Nokia?

    It describes some optimizations in the area of texture uploading and...
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    Re: Image Processing with OpenGl ES?

    You can do SOME image processing even with OpenGL ES 1.1, though synchronization can easily ruin the performance (so it only applies really to some algorithms only).

    For example. You can use...
  3. Thread: Graphics Memory

    by Flame
    Replies
    7
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    4,657

    Re: Graphics Memory

    Hi.

    Primary graphics memory (textures, VBOs, etc.) is shared system memory. This is also highlighted in the 3D optimization document here on Forum Nokia (basically states that textures are...
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    Re: Using camera frame as OpenGL texture, problem!!

    Hi. Could you please verify that the dimensions of bitmap are POT (Power Of Two).

    You use:
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, aCamFrameData);
    ...
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    Re: Using camera frame as OpenGL texture, problem!!

    BTW: 16-bit format of OpenGL ES is stored in platform endianess (in this case little-endian). If I remember right, EColor64K is stored in 5-6-5 in the platform endian format (meaning: if you access...
  6. Re: Series 60 BMP Texture Mapping With OpenGL ES Problem

    Some things to check:

    1. you are trying to load a 24 bits / pixel texture (GL_RGB with GL_UNSIGNED_BYTE) of size 256x256. Is this the format of your bitmap also? If the type doesn't match,...
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    Re: Draw two faces of a Polygon in OpenGL ES!!

    Hi.

    glPolygonMode() is actually NOT part of the OpenGL ES API. As only *triangles* are supported as a way to render polygons, there is no need for this API entry point. LINEs and POINTs are...
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    Re: OGLES Vertex Buffer Objects Performance Issue

    Yes. This is the case. As I mentioned, you might get some benefit by reduction in memory copies or some setup costs, but the effect may be so small that it does not even show in your profiling...
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    Re: OGLES Vertex Buffer Objects Performance Issue

    Hi.

    The reason why that document tells to use VBOs is exactly for the reason that Xmas in previous post is referring to.

    Without VBOs, the driver has to in practice *always* make a copy from...
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    Re: wierd opengl performance

    Yes, the graphics context is available for 2D drawing, but it depends on the VM implementation if it can benefit from the case where no 2D calls were actually made before and after the 3D rendering....
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    Re: wierd opengl performance

    By using eglCopyBuffers() you are not using the best performing surfaces on the OpenGL ES driver (Window Surfaces). If you want a honest measurement, then you should use window surfaces and take the...
  12. Thread: Know Issues

    by Flame
    Replies
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    21,927

    Sticky: Re: Know Issues

    There seems to be many posts on this same subject, so I add this here.

    IF you are having depth buffer problems in OpenGL ES, please make sure that you have the following in place in your EGL...
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    Re: wierd opengl performance

    Hi. What is your M3G content like?

    There is a big performance issue on HW accelerated devices if you have ANY 2D/3D mixing in M3G (meaning: you use Graphics3D and Graphics both for rendering a...
  14. Re: Draw full screen viewfinder with OpenGL ES, but tearing

    If you are initializing a texture like this:

    glGenTexture(1, &new_texture_handle);
    glBindTexture(GL_TEXTURE_2D, new_texture_handle);
    glTexImage2D( ... , NULL); <-- initializes new...
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    Re: Using camera frame as OpenGL texture, problem!!

    The native texture format of graphics HW is typically not a linear format. It is either blocked or "twiddled" or somehow specifically organized to avoid memory access inefficiencies.

    This format...
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    Re: CGraphicsContext & OpenGl

    No it is not possible. If you check the EGL config attributes of the config that you are using, they are not "EGL_NATIVE_RENDERABLE" => you cannot mix 2D and 3D in the same window where...
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    Re: Enable loggin for OpenGL ES states

    Yes. There was a typo in my response. OpenGL ES supports only POT textures.

    Jani Vaarala
    Graphics Architect
    Nokia
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    Re: Enable loggin for OpenGL ES states

    Response to (1):

    You have different options depending on how much you are willing to invest in writing the code. You can do it for example like this:

    #define _GL1(funcname,p1)...
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    Re: PBuffer example on teh SDK not right!!!

    About the eglSwapBuffers().. that was a typo. As was the clearcolor (yes it was red). I corrected them to the original response.


    In the EGL specification basicly all of the rendering surfaces...
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    Re: How to use the hardware acceleration?

    Hi.

    I recommend you to use the S60 3rd edition FP1 SDK _without_ the plugin. It has full support for the OpenGL ES 1.0 and 1.1. The only thing you need to worry about, if you care about ES 1.0...
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    Re: PBuffer example on teh SDK not right!!!

    Hi.

    eglCopyBuffers() copies the GL (back) color buffer to the target bitmap replacing all of the pixels there (bitmap size == color buffer size). So, none of the content of the original bitmap...
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    Re: Render OpenGL to a pbuffer and then to a bitmap

    VFP does not have anything to do with OpenGL ES as such. It is a feature of the ARM Processor. 3D Core is separate and accelerates the whole 3D pipeline in HW (T&L and Rasterizer).

    It is capable...
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    Re: Render OpenGL to a pbuffer and then to a bitmap

    Hi.

    >My question is:
    >The openGL API says that I have to use a "native bitmap" as the third
    >argument for eglCopyBuffers. Can I use a CFbsBitmap or CWsBitmap is my only
    >option? Can I access...
  24. Nokia E3 2005 demo & Best Practices for HW-Accelerated Graphics Optimization

    Just wanted to advertise a little bit that the above mentioned document release from Forum Nokia includes the Nokia E3 demo (as a .SIS file) that was shown in E3 2005. Go and check what can be done...
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    Re: OpenGL ES Textre Sample

    Sounds like the textures might not be exported. Try ABLD EXPORT if that helps.

    Jani Vaarala
    Graphics Architect
    Nokia
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