Changes: adding interesting UI bits to feed into a Handler implementation.
Current status: complete and published as Alpha-test app to Play store
Why bother? This is a sandbox example app with Handler methods to play with communications between the UI thread and the OpenGL thread
Play store - downloadable test app - try it here:
Other: This app also incorporates experiments in:
- Constraint layout
- SeekBar features
- Fling (mouse motion - Geeks mostly fling Flying Discs normally)
Build with: Android Studio 2.2.2
Threading Performance 101. (Android Performance Patterns Season 5)
Demonstrates what this app has implemented. Note that the sampling frequency
is low enough so that the spin looks jerky - this is Nyquist in action. Try the app
for the real look.
Note: gif movie made with the following tool: http://image.online-convert.com/convert-to-gif
"HelloOpenGLES20" sample app, as located inside the OpenGLES.zip file: https://developer.android.com/training/graphics/opengl/index.html
This app forms the base GL operation - and the UI components were added to form the sandbox app by myself.
Speedometer custom view, courtesy of: http://github.com/ntoskrnl/AndroidWidgets
Android: Understanding OnDrawFrame, FPS and VSync (OpenGL ES 2.0)
What is with the wierd leading "0" in the name? My Nexus 4 does NOT allow sorting apps by installation order, so new installs are mixed in with all the other apps. In self-defense I prepend a digit so that the test app appears first in the order. You do what you gotta to in order to stay on the lee side of insanity.
For a release build, you need to add a
signing.properties file to the gradle folder.
See this guide: http://gist.github.com/gabrielemariotti/6856974