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OpenGL support on Android

Currently I have an OpenGL texture that I would like to map onto a cv::UMat for processing with OpenCV, but somehow I missed a vital piece of information in the documentation which says:

Currently OpenGL is supported only with WIN32, GTK and Qt backends on Windows and Linux (MacOS and Android are not supported)

I've not been able to find out exactly why OpenGL support is limited to only the above platforms, or if there's plans for adding support in the near future.

Has anyone else managed to work around this limitation and somehow found a way to map/populate a cv::UMat from an OpenGL texture on Android despite the lack of direct support in cv::ogl?

Currently my solution is to copy back the texture data back to host memory and then populate a normal Mat from there. This is painfully slow however and it would be much preferable if data could stay on device memory and just use the T-API.

OpenGL support on Android

Currently I have an OpenGL texture that I would like to map onto a cv::UMat for processing with OpenCV, but somehow I missed a vital piece of information in the documentation which says:

Currently OpenGL is supported only with WIN32, GTK and Qt backends on Windows and Linux (MacOS and Android are not supported)

I've not been able to find out exactly why OpenGL support is limited to only the above platforms, or if there's plans for adding support in the near future.

Has anyone else managed to work around this limitation and somehow found a way to map/populate a cv::UMat from an OpenGL texture on Android Android, despite the lack of direct support in cv::ogl?

Currently my solution is to copy back the texture data back to host memory and then populate a normal Mat from there. This is painfully slow however and it would be much preferable if data could stay on device memory and just use the T-API.

OpenGL support on Android

Currently I have an OpenGL texture that I would like to map onto a cv::UMat for processing with OpenCV, but somehow I missed a vital piece of information in the documentation which says:

Currently OpenGL is supported only with WIN32, GTK and Qt backends on Windows and Linux (MacOS and Android are not supported)

I've not been able to find out exactly why OpenGL support is limited to only the above platforms, or if there's plans for adding support in the near future.

Has anyone else managed to work around this limitation and somehow found a way to map/populate a cv::UMat from an OpenGL texture on Android, despite the lack of direct support in cv::ogl?

Currently my solution is to copy back the texture data to host memory and then populate a normal Mat from there. This is painfully slow however and it would be much preferable if data could stay on device memory and just use the T-API.