vsv.setPreserveEGLContextOnPause(true); vsv.setKeepScreenOn(true); VideoRendererGui.setView(vsv, new Runnable() {
private VideoRendererGui(GLSurfaceView surface) { this.surface = surface; // Create an OpenGL ES 2.0 context. surface.setPreserveEGLContextOnPause(true); surface.setEGLContextClientVersion(2); surface.setRenderer(this); surface.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); yuvImageRenderers = new ArrayList<YuvImageRenderer>(); }
@Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); instance = this; requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags( WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); surfaceView = new GLSurfaceView(this); surfaceView.setEGLContextClientVersion(3); surfaceView.setPreserveEGLContextOnPause(true); surfaceView.setRenderer(renderer = new AndroidWindow(this::launchGame)); setContentView(surfaceView); }
glView = new GLSurfaceView(getApplicationContext()); glView.setEGLContextClientVersion(2); glView.setPreserveEGLContextOnPause(true); glView.setRenderer(new GL20Renderer());
@Override protected void configureGLSurfaceView() { //we override this method so we can create a special glsurfaceview that //can provide its onTouchListener. This way we can override the ontouchlistener //to provide different functionality for long press, without altering the original //tangram library (which is a very big pain) glSurfaceView = new MyGLSurfaceView(getContext()); glSurfaceView.setEGLContextClientVersion(2); glSurfaceView.setPreserveEGLContextOnPause(true); glSurfaceView.setEGLConfigChooser(new ConfigChooser(8, 8, 8, 0, 16, 8)); addView(glSurfaceView); }
mSurfaceView.setPreserveEGLContextOnPause(true); mSurfaceView.setEGLContextClientVersion(2); mSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); // Alpha used for plane blending.
mGLView = new GLSurfaceView(this); mGLView.setEGLContextClientVersion(2); mGLView.setPreserveEGLContextOnPause(true); mGLView.setRenderer(new GLES20Renderer()); } else {