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Why does using a glsurfaceview on top of a camera preview with TextureView fail (but surfaceview is OK)
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Iain Malcolm  
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 More options Nov 1 2012, 8:04 am
From: Iain Malcolm <iainmalco...@gmail.com>
Date: Thu, 1 Nov 2012 05:04:02 -0700 (PDT)
Local: Thurs, Nov 1 2012 8:04 am
Subject: Why does using a glsurfaceview on top of a camera preview with TextureView fail (but surfaceview is OK)

I've been updating my app which runs a glsurface on top of a camera preview.
It works fine with the camera preview running into a surfaceview

but when I the camera preview to use a texture (which looks like a cleaner
way of doing it with and gives more flexibility) it does not work.

With a TextureView ,the camera preview works fine until I add the
glsurfaceview, at which point all the transparent bits go black.

If I use a SurfaceView then the camera preview shows through the transarent
bits just fine.

I have a very simple view hierarchy: here are the 2 versions:

version that works
   android.widget.RelativeLayout
     android.widget.TextView
     com.iain.camera.CameraView (1) => extends SurfaceView
     com.iain.graphicbase.GlSurface (1) => extends GLSurfaceView

version that blanks the camera preview
   android.widget.RelativeLayout
     android.widget.TextView
     com.iain.camera.CameraView (1) =>  extends TextureView
     com.iain.graphicbase.GlSurface (1)  => extends GLSurfaceView

rather hacked about code with working version active and textureview
version commented out attached

  CameraView.java
15K Download

 
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