Actually, after thinking about this for awhile, it may be best to call updateTexImage in rendering method instead (Renderer.onDrawFrame). There you know for sure underlying texture is created etc.
-- H On Feb 21, 2012 11:49 AM, "Harri Smått" <[email protected]> wrote: > > On Feb 20, 2012, at 4:41 PM, AdroidDev wrote: > > SurfaceTexture has method updateTexImage()? How correct use this > > method? > > I have no experience in SurfaceTexture but I would expect workflow goes > roughly as; > > 1. Implement SurfaceTexture.onFrameAvailable(..). > 2. Once new frame is available trigger a runnable to be ran on render > thread (GLSurfaceView.queueEvent(..)). > 3. On render thread runnable call SurfaceTexture.updateTexImage(). > > This way you should be able to update texture in a way it shouldn't harm > rendering - meaning texture is not altered during rendering. But as said, I > haven't tried this myself yet, will try something like this as soon as I > get my hands on a device running on API 14+ though. > > -- > H -- 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

