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Joel Reymont (talk | contribs) |
Joel Reymont (talk | contribs) |
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Probably the fastest way to get output from native code is done using OpenGL ES, which is newly available in NDK 1.6. Create a texture the size of the
screen ( it has to be a power of two on each side, so 512 x 256 if your screen is 320 x 240.) Then update the texture and render it to the screen as a screen aligned quad. | Probably the fastest way to get output from native code is done using OpenGL ES, which is newly available in NDK 1.6. Create a texture the size of the
screen ( it has to be a power of two on each side, so 512 x 256 if your screen is 320 x 240.) Then update the texture and render it to the screen as a screen aligned quad. | ||
For native OpenGL ES APIs the drawing surface is implicit in the thread. For Quake, GLSurfaceView's rendering thread sets up the context and calls the | For native OpenGL ES APIs the drawing surface is implicit in the thread. For [http://code.google.com/p/glesquake/ Quake], GLSurfaceView's rendering thread sets up the context and calls the | ||
QuakeView's Renderer, which calls the native code, which makes the native GL calls. | QuakeView's Renderer, which calls the native code, which makes the native GL calls. | ||
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