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import android .hardware .Camera .Size ;
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import android .opengl .GLES11Ext ;
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import android .opengl .GLES20 ;
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+ import android .opengl .GLES30 ;
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import android .opengl .GLSurfaceView ;
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import android .os .Handler ;
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import android .os .Message ;
@@ -294,6 +295,7 @@ public void prepareFrameBuffers() {
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GLES20 .GL_RENDERBUFFER , renderBuffers .get (0 ));
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GlUtil .checkGlError ("glFramebufferRenderbuffer" );
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+ GLES20 .glBindTexture (GLES20 .GL_TEXTURE_2D , appletTexture .glName );
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GLES20 .glTexImage2D (GLES20 .GL_TEXTURE_2D , 0 , GLES20 .GL_RGBA , 1080 , 1920 , 0 , GLES20 .GL_RGBA , GLES20 .GL_UNSIGNED_BYTE , null );
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GlUtil .checkGlError ("glTexImage2D" );
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@@ -302,16 +304,17 @@ public void prepareFrameBuffers() {
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GLES20 .GL_TEXTURE_2D , appletTexture .glName , 0 );
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GlUtil .checkGlError ("glFramebufferTexture2D" );
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+ /*
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+ //No sure if this is required in opengl 2. Ignoring as of now.
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+ IntBuffer drawBuffers = IntBuffer.allocate(1);
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+ drawBuffers.put(0, GLES20.GL_COLOR_ATTACHMENT0);
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+ GLES30.glDrawBuffers(1, drawBuffers);
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+ */
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+
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// See if GLES is happy with all this.
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int status = GLES20 .glCheckFramebufferStatus (GLES20 .GL_FRAMEBUFFER );
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if (status != GLES20 .GL_FRAMEBUFFER_COMPLETE ) {
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throw new RuntimeException ("Framebuffer not complete, status=" + status );
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}
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-
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- GLES20 .glActiveTexture (GLES20 .GL_TEXTURE1 );
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- GlUtil .checkGlError ("glActiveTexture GLES20.GL_TEXTURE1" );
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-
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- GLES20 .glBindTexture (GLES11Ext .GL_TEXTURE_EXTERNAL_OES , mTextureId );
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- GlUtil .checkGlError ("glBindTexture GLES11Ext.GL_TEXTURE_EXTERNAL_OES" );
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}
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}
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