NB: multiplayer standalones allow you to play on any map against anyone owning any COH2 product. From the TrueSight™ system that emulates the units’ line of sight to the cover-system that encourages clever unit placement – not to mention the combined arms approach and the hard and soft counters gameplay that will make you think twice before trying to destroy a tank with a simple squad of riflemen – each game presents players with an uninterrupted stream of meaningful tactical choices that can turn the tide of war. Powered by the Essence Engine 3.0, the Company of Heroes 2 series feature some unique mechanics rewarding thoughtful players. Hope it would be helpful for anyone reach here.Company Of Heroes 2 Mobile is now on Google Play. The solution is making these devices using deprecated camera API. So I thought it's a bug in some samsung devices with legacy camera2 api in API 21. They have the same ratio reported from CameraCharacteristics.SENSOR_INFO_ACTIVE_ARRAY_SIZE. The supported preview sizes all have 1.33333 ratio. The system dump info list many of the preview sizes, after check all of them, I found only 1440x1080, 640x480, 320x240 are supported. Preferred-preview-size-for-video: 1920x1080 $ adb shell dumpsys media.camera |grep preview-size The preview sizes reported from StreamConfigurationMap.getOutputSizes(SurfaceTexture.class) are not all supported. The preview is stretched, tDefaultBufferSize not working, the framework will override these value when preview started. I encounter similar issue, model SM-A7009 with api level 21, legacy camera2 device. Note: using the old Camera API, with exactly the same "preview size" and the same surface as the target (either MediaCodec's or the custom one) - ALL IS FINE! But I can't use the old camera API, since it's both deprecated and also seems to have a max capture size of 1080p, while the Camera2 API goes beyond that, and I need to support 4k recording. The solution would thereby be to get the actual size the camera is capturing, and the rest is pure GL matrix transforms to draw correctly. So, the real problem here is that the camera is NOT capturing at the size of the provided target surface. The result is the same - the Camera2 capture requests outputs a distorted image only for some resolutions.ĭigging deeper: calling getTransformMatrix on the SurfaceTexture immediately after updateTexImage - the matrix is always the identity matrix, as expected. I won't go into the gory details of drawing that to a TextureView or back to the MediaCodec's EGL surface. So, I created an OpenGL context, generated a texture, a SurfaceTexture for it, set its default buffer size to the camera output size, and created a Surface using the texture. Maybe the surface is not created exactly at the specified width and height, or whatever (even if the output sizes were extracted specifically for a MediaCodec.class target). There is no pattern here related to either the size or the aspect ratio. For some other resolutions the output is OK. Becomes very obvious when starting to rotate the camera - image becomes more and more skewed since it's not aligned with the X/Y axes. Samsung tablet with Android 5.1: for some resolutions, the image is obviously stretched, indicating that the camera output resolution does not match the surface size.Nexus 5/6: everything ok on Android 5/6.Start camera capture requests using the codec's created surface as the target.Ĭodec output has the correct size.Feed the output to some MediaMuxer or whatever, to see the output. Create a MediaCodec input surface with one of the suitable camera output sizes.Get characteristics of a camera using Camera2 API, and extract output sizes suitable for a MediaCodec.class.Update: This looks like it's related to this: Image data from Android camera2 API flipped & squished on Galaxy S5 - I consider this as a bug since Nexus 5/6 works correctly and it makes no sense to need to obtain full sensor size and then cropping manually to reach the desired aspect ratio, might as well not using "supported" output sizes as well!
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