Comments (8)
I will take a look at that later.
Do you mind sending your test sample to me? My email address is [email protected]
from gearvrf.
Yes, please do send along test code - I did a quick smoke test, and saw no flickering:
GVRTextViewSceneObject sceneObject, sceneObject2;
/* snip */
@Override
public void onInit(GVRContext gvrContext) {
GVRScene nextMainScene = gvrContext.getNextMainScene();
sceneObject = new GVRTextViewSceneObject(gvrContext, mActivity);
textSize = sceneObject.getTextSize();
sceneObject2 = new GVRTextViewSceneObject(gvrContext, mActivity);
// set the scene object position
sceneObject.getTransform().setPosition(0.0f, 0.0f, -2.0f);
sceneObject2.getTransform().setPosition(0.1f, 0.1f, -1.0f);
// add the scene object to the scene graph
nextMainScene.addSceneObject(sceneObject);
nextMainScene.addSceneObject(sceneObject2);
sceneObject2.setText("scene object 2");
}
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I've sent the code to chen`s email
from gearvrf.
Hi Nathan
I tested with your codes and I don't see the view flickering. Can you tell me what device you used to test? Is it Qualcomm chipset(adreno) or Samsung chipset(mali)?
from gearvrf.
It is a Qualcomm.
It's the scene objects that flick when we keep moving our head. Have you run the sample in Oculus?
from gearvrf.
Yeah. I still can't see flickering or blinking. What is your android version?
Thanks in advance.
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My android version is 5.0.1
I am using a note 4, but I noticed that on S6 it is harder to notice this with only 2 GVRTextViewSceneObjects. Please change the sample code I sent to:
for (int i = 0; i < 5; i++) {
...
It is easier to see it when there are more objects in scene.
Now with more objects, they are also blinking.
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Hi.
We just found there are two side effects we can see in your sample. One is because that in your sample, every GVRTextViewSceneObject has the same Z-value and they are overlapping with each other so there will be kind of Z-offer fighting effect. Actually all 2-D SceneObjects will trigger such effect in that case and I am not quite sure if it is a bug.
Another thing we can see is like flickering while moving head, maybe it is what you talked about. It is caused by the bad performance of SurfaceTexture and I just make a work around patch. Maybe you can take a look at it #134
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Related Issues (20)
- whats the current version for org.gearvrf:framework HOT 1
- Problem with combined Scale and Position animations HOT 4
- WidgetLib gives build failure in framework-tests HOT 3
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- Hi, Can we create two GVRActivity inside a app.If I am doing so,getting this exception :.--->E/libEGL: call to OpenGL ES API with no current context (logged once per thread) HOT 5
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- org.gearvrf:platformsdk_support 4.0.1-SNAPSHOT GVRActivity cast error HOT 2
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- Integrating Preexistent OpenGL into GVRf Application HOT 5
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