It sounds like the issue might be your fragment shader. How complex is
it? On today's mobile GPUs you cannot do that many operations per
fragment at 60fps.
On Tue, Jan 10, 2012 at 1:08 PM, Brad Grimm wrote:
> I have noticed an interesting bug when using TextureView with the
> Camera.
>
> If I set
I have noticed an interesting bug when using TextureView with the
Camera.
If I setup a TextureView, pass it a valid OpenGL texture and pass that
into the camera, everything works great. I can then swap out the
pixel shader with a simple shader and all still works great. But if I
swap out the pix
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