GLTexture | Live streaming of camera with OpenGL ES Shaders | Graphics library

 by   yulu Java Version: Current License: No License

kandi X-RAY | GLTexture Summary

kandi X-RAY | GLTexture Summary

GLTexture is a Java library typically used in Telecommunications, Media, Media, Entertainment, User Interface, Graphics, WebGL applications. GLTexture has no bugs, it has no vulnerabilities and it has low support. However GLTexture build file is not available. You can download it from GitHub.

Live streaming of camera with OpenGL ES Shaders.
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            kandi-support Support

              GLTexture has a low active ecosystem.
              It has 13 star(s) with 10 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              GLTexture has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GLTexture is current.

            kandi-Quality Quality

              GLTexture has 0 bugs and 0 code smells.

            kandi-Security Security

              GLTexture has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GLTexture code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GLTexture does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              GLTexture releases are not available. You will need to build from source code and install.
              GLTexture has no build file. You will be need to create the build yourself to build the component from source.
              GLTexture saves you 260 person hours of effort in developing the same functionality from scratch.
              It has 630 lines of code, 33 functions and 20 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed GLTexture and discovered the below as its top functions. This is intended to give you an instant insight into GLTexture implemented functionality, and help decide if they suit your requirements.
            • Called when the surface is created
            • Compile a shader
            • Read text from a raw resource
            • Compile and return a program
            • Initializes the cube drawing
            • Initialize a texture for preview
            • Draws a cube
            • Draws the current date
            • Get the text as a string
            • Get the current date
            • Sets the date and year fields
            • Called when a preview frame is loaded
            • Initialize the layer
            • Called when the camera is destroyed
            • Set the surface to render
            • Load a texture
            • Called when the camera is created
            • Generate a preview frame
            • Called when the camera has changed
            Get all kandi verified functions for this library.

            GLTexture Key Features

            No Key Features are available at this moment for GLTexture.

            GLTexture Examples and Code Snippets

            No Code Snippets are available at this moment for GLTexture.

            Community Discussions

            QUESTION

            Passing a GLTexture as an input to texImage2D in OpenGL ES 2.0
            Asked 2022-Mar-28 at 14:17

            I am trying to build a texture packer, where multiple (possibly NPOT) textures can be packed into one mega Power-Of-Two Texture for better performance and better min / mag filtering.

            Is it possible to pass a GLTexture to a tex(Sub)Image2D call in OpenGL ES 2.0? Looking at the docs, I see the last argument is data:

            Specifies a pointer to the image data in memory.

            My case is that I have a minimal OpenGL ES 2.0 abstraction, which allows me to create text textures with different fonts, sizes, styles etc. I don't have access to the pixel contents on the CPU or any canvas elements that represent it, just the generated GLTexture.

            Assuming I can create dynamic GLTextures containing text (think subtitles, UI elements, etc), but don't have access to the image data on the CPU, how can I pack the textures themselves into a bigger "mega" texture?

            I know I can do it by rendering the smaller textures I want to pack to quads in a framebuffer representing the mega texture, but this will require rendering to floating point textures, which not all hardware supports.

            Another thing that comes into mind is reading the texture contents into CPU memory via readPixels, but that is synchronous and sounds nasty to me...

            TLDR: I have a bunch of smaller GLTextures. I want to be able to pack them onto a bigger GLTexture, share it everywhere and sample at different offsets for better performance.

            ...

            ANSWER

            Answered 2022-Mar-28 at 14:17

            Is it possible to pass a GLTexture to a tex(Sub)Image2D call in OpenGL ES 2.0?

            No.

            If you can't do it in software, the other option is to do it on the GPU as a render-to-texture operation.

            Source https://stackoverflow.com/questions/71648458

            QUESTION

            LibGDX RayHandler: Cannot use offsets when Pixel Unpack Buffer Object is disabled
            Asked 2021-Feb-17 at 18:31

            I recently updated my LibGDX library used in my game by using the LibGDX setup program to create a new project, then importing all of my classes, assets, etc into said new project. Everything went fine, the game runs and I can get in to the main menu. However, when I try advancing to the game where I have Box2DLights, I get an error thrown on the instantiation of my RayHandler. The RayHandler is instantiated like so:

            ...

            ANSWER

            Answered 2021-Feb-17 at 18:31

            My question was answered by someone in the LibGDX Discord server. They shared this with me: https://github.com/libgdx/libgdx/issues/6407 Who knew that there could be a bug that isn't my fault? Changing the GDX version from 1.9.14 to 1.9.15-SNAPSHOT fixed the issue.

            Source https://stackoverflow.com/questions/66234103

            QUESTION

            flip texture when drawing it pyopengl
            Asked 2020-Sep-02 at 04:26

            I recently downloaded a batch rendering program that uses pyOpenGl and pygame. I want to edit the draw function such that there is the ability to flip a texture when drawing it. This is the code for the batch rendering program.

            ...

            ANSWER

            Answered 2020-Sep-01 at 16:52

            You can "flip" y component of the texture coordinate in the vertex shader:

            Source https://stackoverflow.com/questions/63691526

            QUESTION

            Having two imports with the same identifiers typescript
            Asked 2020-Aug-14 at 13:44

            From what I read importing both libraries seems to be the solution to a WebGL bug I ran into a bug and it seems like the accepted solution is to import like this:

            ...

            ANSWER

            Answered 2020-Aug-14 at 13:44

            Use an import alias, like this: import PIXI as PIXIJS from 'pixi.js'

            Reference: https://developer.mozilla.org/de/docs/Web/JavaScript/Reference/Statements/import

            Source https://stackoverflow.com/questions/63413907

            QUESTION

            C++ memory doesn't get freed for seemingly no reason
            Asked 2020-Aug-10 at 14:39

            I am working on a 3D editor using Qt and OpenGL and encountered a severe "memory leak" for seemingly no reason. I have isolated the issue to a single class, which looks like:

            ...

            ANSWER

            Answered 2020-Aug-10 at 14:39

            When the vectors get cleared or when you delete something you allocated with new etc, the destructors are called and memory is released and available for new uses. But it is not necessarily returned to the OS. Usually the compilers runtime libraries will hold on to the memory and it will be used to satisfy new allocations from the program without having to involve the OS again. This speeds up future allocations.

            Source https://stackoverflow.com/questions/63342081

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GLTexture

            You can download it from GitHub.
            You can use GLTexture like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the GLTexture component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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