Jigglyfish / osmdroid

Automatically exported from code.google.com/p/osmdroid
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drawPath does not render in some cases when hardware acceleration is on #454

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Define three geopoints:
GeoPoint(32000000,-116500000);
GeoPoint(32500000,-116000000);
GeoPoint(33000000,-116500000);
2. Center the map on the middle GeoPoint at zoom level 13.
3. Draw a PathOverlay consisting of these three GeoPoints. Path does not draw 
at zoom level 13 and higher. Zoom out to zoom level 12 or lower and path draws 
fine. Turn off hw acceleration and path draws fine at all zoom levels.

What is the expected output? What do you see instead?
I expect path to be drawn at all zoom levels with hw acceleration on. Path is 
not drawn with hw acceleration on at zoom levels 13 and higher.

What version of the product are you using? On what operating system?
osmdroid 3.0.10, Samsung Galaxy S3, CyanogenMod 10.1.0.

Please provide any additional information below.
Please see example project attached. 

Original issue reported on code.google.com by vit.hrad...@gmail.com on 26 Jul 2013 at 6:27

Attachments:

GoogleCodeExporter commented 8 years ago
Investigating the osm and android sources some more, I think it is likely this 
bug happens inside GLES20RecordingCanvas rather than being an osm bug. If that 
is the case, I am amazed it has not surfaced earlier.

Original comment by vit.hrad...@gmail.com on 26 Jul 2013 at 7:13

GoogleCodeExporter commented 8 years ago
Thank you for the project. Yes - I have seen this before. If you check LogCat, 
you will see:

08-01 22:29:55.583: W/OpenGLRenderer(3672): Path too large to be rendered into 
a texture

This is a problem with HW accelerated Paths - they have to be converted into 
Bitmaps to be uploaded as textures to OpenGL. If the Path is too big, then the 
Bitmap is too big and it fails.

I have seen solutions that create a screen-sized Bitmap and then draw the Path 
to that Bitmap and then draw that Bitmap to the Canvas. Another possible 
solution is to make a smaller path (say, within some factor of the screen-size) 
and then draw that scaled to the canvas - this keeps the Bitmap small and lets 
OpenGL scale it to the proper size (with loss of resolution). But as of now, 
there is no solution.

I am going to merge this in with our main HW acceleration ticket. Thanks for 
the feedback.

Original comment by kurtzm...@gmail.com on 2 Aug 2013 at 2:34

GoogleCodeExporter commented 8 years ago
Merging with our main hardware acceleration ticket.

Original comment by kurtzm...@gmail.com on 2 Aug 2013 at 2:36

GoogleCodeExporter commented 8 years ago
I can workaround this issue by using sofrware rendering configuration.

mapView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);

Original comment by duyan...@gmail.com on 31 Dec 2013 at 3:24

GoogleCodeExporter commented 8 years ago
Isn't there a way to detect the issue and switch over to software at run-time? 
This is very annoying to have to disable HW acceleration permanently while it 
only fails on occasion!

Original comment by androtu...@gmail.com on 10 Mar 2014 at 1:00