OpenGL ES 2 support
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Deleted user commented
Hi,
Is there any possibilities to support OpenGL ES 2.0?
https://developer.android.com/about/dashboards/#OpenGL
According to the above link, 35.2% still remain 2.0
I know almost nothing about OpenGL ES and this repository, but this good project supports devices with OpenGL ES 3.0 and I can run on my devices.
It'll be much better that this project supports OpenGL ES 2.0
Here is my log at GALAXY S4(Android 5.0.1 but Not support OpenGL ES 3.0)
05-18 15:50:42.201 21513-21513/? E/Zygote: MountEmulatedStorage()
05-18 15:50:42.201 21513-21513/? E/Zygote: v2
05-18 15:50:42.206 21513-21513/? E/SELinux: [DEBUG] get_category: variable seinfo: default sensitivity: NULL, cateogry: NULL
05-18 15:50:44.646 21513-21513/com.serenegiant.opencvwithuvc E/ViewRootImpl: sendUserActionEvent() mView == null
05-18 15:50:45.436 21513-21556/com.serenegiant.opencvwithuvc E/IMGSRV: :0: glReadPixels: pixel data is null
05-18 15:50:45.436 21513-21556/com.serenegiant.opencvwithuvc E/libEGL: called unimplemented OpenGL ES API
05-18 15:50:45.436 21513-21556/com.serenegiant.opencvwithuvc A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x9518eea9 in tid 21556 (VideoStream$ren)
And I found the below comment at MainActivity.java
Using SurfaceView and Bitmap to draw resulted images is inefficient way,
but functions onOpenCV are relatively heavy and expect slower than source
frame rate. So currently just use the way to simply this sample app.
If you want to use much efficient way, try to use as same way as
UVCCamera class use to receive images from UVC camera.
I try to detect some objects at image frame(I have no idea about frame format) without delay.
According to this comment, Using this project is not a good idea, isn't it?