8월, 2014의 게시물 표시

mediacodec

Hello, I'm using android's MediaCodec to render a movie to a texture created in Unity. I do this by attaching the texture from Unity to a framebuffer object and then rendering to it using the texture drawn to by android SurfaceTexture. The movie was rendering fine until I switched to Development build and then switched back to Production. Now, the image from SurfaceTexture only shows up when I use Development build. What changes in terms of OpenGL when I switch to development build? Or am I messing up the gl context somehow? Below is the native code I call every frame where I think has the highest probability of having errors. public void DrawFrame () {   synchronized ( this ) { if ( updateSurface ) { //GLES20.glActiveTexture(GLES20.GL_TEXTURE0); mSurfaceTexture . updateTexImage ();   mSurfaceTexture . getTransformMatrix ( mSTMatrix ); updateSurface = false ;