Please note that there is a bug in the app that prevents it from being available on Nexus 9 tablets at the moment. It is being addressed and an update will be issued when it is fixed.
It's quite demanding, so it won't run on older devices.
Makes heavy use of the fragment shader.
Check out the Live Wallpaper Version of this Benchmark Monjori Live Wallpaper which also runs, thanks to reduced resolution, on slower devices.
Shader Monjori from mic (http://www.pouet.net/prod.php?which=52761)
Samsung Galaxy S 2 (SGS2): 32-39fps
HTC Desire HD: 18fps
HTC Vision: 14fps
LG Optimus 2x (Tegra): 9fps
Samsung Galaxy S: 4 - 7fps
ZTE Blade: 4 FPS
For more information visit: http://developer.eclipsesource.com/tabris/
The demo source code can be found at https://github.com/eclipsesource/tabris-demos
Tabris provides a powerful widget toolkit that renders native iOS and Android widgets. It provides a proven technology stack with SWT, JFace and OSGi. You can write your application entirely in Java, re-use existing code and benefit from first-class IDE tools without the need for cross-compiling.
Demo that shows some cool effects that can be achieved thanks to the programmable OpenGL ES 2.0 GPU pipeline, such as normal mapped specular animated lighting, real time refractions and image postprocess.
If you like the effects and would like to play a game that uses them, please try the game "AQUA SLASH GL DEMO" for free.
To move the light source, touch the screen with one finger to the desired position.
To change the background image, while touching the screen with one finger (therefore moving the light) touch with another one on the left side of the screen.
To change the postprocess effect, do the same but touch with the second finger on the right side of the screen instead of the left.
This demo requires Android 2.2 or higher.
INFO FOR DEVELOPERS: For some reason, samsung and motorola opengl driver does not allow the creation of FrameBufferObjects with color attachments of dimensions non power of 2. All the opengl calls do not generate any error and the FrameBufferObject status is ok, but then nothing gets written to the offscreen buffer if width and/or heigth is not power of 2. On HTC, LG, Toshiba and Dell devices this works well and any dimension can be used.
Since this app uses offscreen rendering for the postprocess effects, this is why it did not work with samsung and motorola devices before version 1.2.
Despite the somewhat unfair 1 star ratings of angry samsung and motorola users because of this issue, thanks everyone for the reports.
Special thanks to my sister Silvia and my friend "El Iberico" for sharing with me their Galaxy S smartphones that allowed me to debug the app and find out what the problem was.
To Harism: Thanks for your comments and yes, the problem is directly related to the off screen render target resolution.
There is not any copy of textures at any time. The first pass where the water effect is rendered is the one that uses the off screen buffer (with less resolution for performance reasons) and later, that render target is directly binded as an input texture to the final pass where the other effect is rendered (pixelization etc) to full resolution.
Spinnerwheel library mimics ICS NumberPicker look and feel on older devices. Unlike original, it has horizontal layout and able to display almost any kind of list.
You can grab the sources at GitHub: http://git.io/spinwheel
Please DO NOT report bugs in reviews. Create an issue on the GitHub project instead.
Try out a set of included demos as well:
• Earth: Fly where your fancy takes you on Google Earth.
• Tour Guide: Visit Versailles with a local guide.
• YouTube: Watch popular YouTube videos on a massive screen.
• Exhibit: Examine cultural artifacts from every angle.
• Photo Sphere: Look around the photo spheres you've captured.
• Windy Day: Follow the story (and the hat) in this interactive animated short from Spotlight Stories.
To fully enjoy this app you'll need a Cardboard viewer. Learn more and get your own Cardboard viewer at http://g.co/cardboard. Share your experience through our Google+ community at http://g.co/cardboarddevs.
Do not use this app while driving, walking, or otherwise by being distracted or disoriented from real world situations that prevent you from obeying traffic or safety laws.
- High resolution rendering will look great on even the largest screens.
- Rapid and energy-efficient GPU drawing, made possible by OpenGL ES 2.0. Drawing handled entirely in GLSL shaders, ensuring good performance.