
* (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can

* from the bottom left corner of the image can be accomplished by transforming the column vector * that cause it to appear different from a traditional OpenGL ES texture. This transform compensates for any properties of the image stream source * t, 0, 1) where s and t are on the inclusive interval to the proper sampling location in * This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s, * time #updateTexImage} is called, so it should be re-queried each time the texture image * matrix queried via #getTransformMatrix(float)}. * When sampling from the texture one should first transform the texture coordinates using the * frames from the image stream to be sent to the SurfaceTexture object rather than to the device's * A SurfaceTexture may also be used in place of a SurfaceHolder when specifying the output This may cause some frames of the stream to be skipped. * when the SurfaceTexture was created are updated to contain the most recent image from the image * When #updateTexImage} is called, the contents of the texture object specified * } created from a SurfaceTexture can be used as an output * The image stream may come from either camera preview or video decode. * Captures frames from an image stream as an OpenGL ES texture.

* See the License for the specific language governing permissions and * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * distributed under the License is distributed on an "AS IS" BASIS, * Unless required by applicable law or agreed to in writing, software * You may obtain a copy of the License at * you may not use this file except in compliance with the License.

* Licensed under the Apache License, Version 2.0 (the "License") * Copyright (C) 2010 The Android Open Source Project
