Last time I looked for this, the only convenient method I found was to use an external camera. Sorry about the punt, but that worked for me as it was just for a demo video.
Theoretically you could render a frame one at a time, once rendered, glReadPixels save as png or some format on the sdcard. There would be no real-time feel while you do this. While a typical game might like to run at 30 to 60fps, reading pixels will slow it down to 1fps or even lower depending on the resolution, compression attempted, CPU rating, CPU %age available, and class of your SDCard. Also you'd have to change your game timer to work in slow mo. Once you have the pngs you can combine them with whatever time gap you wish between each frame to make it look fast using any ffmpeg or any tool "on a computer". Porting these tools to android (NDK) might not be worth the effort unless you have a very strange unique idea that is sure to make bucks. On Sep 17, 12:35 am, krz <[email protected]> wrote: > Does anyone knows some convinient method to capture video from OpenGL > app on Android device? For example can we capture video from a view, > opengl view? > > I just stopped on: > 1) We can get frames using glReadPixels. (No video on this step?) > 2) MediaRecorder can encode video, but how can we provide it our raw > source, if possible? > 3) Any working ports of ffmpeg(for example) or other encoding library? > There are some tutorials of portng ffmpeg to use withing NDK. So, > having raw frames and working port of ffmeg we can create video? Any > issues on this step? Anyone managed to port any encoding library > successfully? > > Preffered formats are mp4 or flv. Target devices > 2.1 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

