This is admittedly a very nitpicky change.
For most of the changes, I went through the various Markdown files and added
language names to the source blocks for better syntax highlighting on GitHub. It
also makes it easier to copy and paste commands without copying the leading `$`.
I avoided changing anything in `third_party`.
Additionally, I added some instructions for compiling the Android samples on the
command line and fixed some typos.
* Re-organize Android Gradle files
Clean up our Gradle files, share versioning, etc. and prepare for
publication to sonatype.
* Use androix annotations for desktop
* Add samples as subprojects to root Gradle
* Fix build script
* Don't break when samples aren't compiled
* Better organize the Android Studio project
This new sample differs from "Hello Camera" in that it exercises all
three ways of using Stream. It also uses Canvas instead of Camera2 to
draw into the external texture. It shows two sets of stripes, one
animated using the shader and the other animated using Canvas. If the
two stripes are aligned, then the stream is perfectly synchronized.
Users can tap the screen to cycle between the three modes.
This simple Kotlin app projects a live feed on the side of a cube.
It looks very similar to the `lit-cube` demo but there is a new Kotlin
class called `CameraHelper` that creates Camera2 objects, starts
the capture session, creates the Filament texture, etc.
For now, this app uses SurfaceTexture. This is a starting point and
provides a testing ground for tentative improvements to our Stream API.
Filamat public headers were including a private header. This PR fixes
this problem. It also forces filamat to always be compiled to avoid
breaking filamat without noticing. The flag `-l` is not available
anymore in build.sh as a result.
* Improve rendering to TextureView
UiHelper wasn't calling the resize callback at init time when attaching
to a TextureView, but it was for a SurfaceView. This makes both code
paths consistent and fixes the standard samples if they are modified to
render to a TextureView.
This change also adds a new sample app that shows how to render into
a TextureView.
* Suppress warning
* Suppress another warning
This change also optimizes the size of existing images using squoosh.app.
This should make the main README a lot lighter and faster to load (it saves
several MiBs).
* WIP Add helper to upload Android bitmaps to textures
* Add missing file
* Pass custom constants for bitmap formats
* Add sample app for texturing
* Update the README for samples
* Rename variable from callback to autoBitmap