Loading graphics/java/android/graphics/SurfaceTexture.java +11 −0 Original line number Diff line number Diff line Loading @@ -32,6 +32,17 @@ import android.os.Message; * updated to contain the most recent image from the image stream. This may cause some frames of * the stream to be skipped. * * <p>When sampling from the texture one should first transform the texture coordinates using the * matrix queried via {@link #getTransformMatrix}. The transform matrix may change each time {@link * #updateTexImage} is called, so it should be re-queried each time the texture image is updated. * This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s, * t, 0, 1) where s and t are on the inclusive interval [0, 1] to the proper sampling location in * the streamed texture. This transform compensates for any properties of the image stream source * that cause it to appear different from a traditional OpenGL ES texture. For example, sampling * from the bottom left corner of the image can be accomplished by transforming the column vector * (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can * be done by transforming (1, 1, 0, 1). * * <p>The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the * OES_EGL_image_external OpenGL ES extension. This limits how the texture may be used. * Loading Loading
graphics/java/android/graphics/SurfaceTexture.java +11 −0 Original line number Diff line number Diff line Loading @@ -32,6 +32,17 @@ import android.os.Message; * updated to contain the most recent image from the image stream. This may cause some frames of * the stream to be skipped. * * <p>When sampling from the texture one should first transform the texture coordinates using the * matrix queried via {@link #getTransformMatrix}. The transform matrix may change each time {@link * #updateTexImage} is called, so it should be re-queried each time the texture image is updated. * This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s, * t, 0, 1) where s and t are on the inclusive interval [0, 1] to the proper sampling location in * the streamed texture. This transform compensates for any properties of the image stream source * that cause it to appear different from a traditional OpenGL ES texture. For example, sampling * from the bottom left corner of the image can be accomplished by transforming the column vector * (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can * be done by transforming (1, 1, 0, 1). * * <p>The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the * OES_EGL_image_external OpenGL ES extension. This limits how the texture may be used. * Loading