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      <title>Tagged with tablet - NVIDIA Developer Forums</title>
      <link>http://forums.developer.nvidia.com/devforum/discussions/tagged/tablet/feed.rss</link>
      <pubDate>Wed, 16 May 12 17:36:54 -0400</pubDate>
         <description>Tagged with tablet - NVIDIA Developer Forums</description>
   <language>en-CA</language>
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   <item>
      <title>Flashing L4T on cardhu dev tablet</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6506/flashing-l4t-on-cardhu-dev-tablet</link>
      <pubDate>Wed, 28 Mar 2012 12:57:40 -0400</pubDate>
      <dc:creator>madmaze</dc:creator>
      <guid isPermaLink="false">6506@/devforum/discussions</guid>
      <description><![CDATA[I have the latest version of the Linux for Tegra development kit,<br />I am stuck on flashing the dev tablet with the new kernel/bootloader.<br /><br />The documentation says the following:<br /><code>You must first put the target board into reset/recovery mode. Do so by first powering <br />on the board and then holding the recovery button and pressing the reset button.</code><br /><br />When i power on the tablet it announces:<br /><code><br />...<br />Checking for RCK.. press key &lt;Volume Down&gt; in 5 sec to enter RCK<br />OS will cold boot in 10 seconds if no input is detected<br />Press &lt;Volume Down&gt; to select, &lt;Volume Up&gt; for selection move</code><br />(options are USB and Android)<br /><br />if i press Vol- when the RCK message pops up it gives me a distorted screen with an android exclamation mark in it. Then no other input it possible, not even turning it off.<br /><br />if i select to boot USB then it claims "Starting Fastboot USB download protocol"<br />If at this point I execute flash.sh it will hang after "Nvflash  started"<br /><br />any suggestions on what I could/should try?<br />Is there a way to get debug output from NVFLASH about where its stuck?<br /><br />Thanks,<br /><br />Matthias<br />]]></description>
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      <title>Tegra Android Development Pack 1.0r6 Available</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7361/tegra-android-development-pack-1-0r6-available</link>
      <pubDate>Fri, 20 Apr 2012 16:02:49 -0400</pubDate>
      <dc:creator>Stephen Jones</dc:creator>
      <guid isPermaLink="false">7361@/devforum/discussions</guid>
      <description><![CDATA[Hey Tegra Android Developers! At NVIDIA, we're always trying to simplify the Android development experience. The more apps you develop, the happier we are. The <a href="http://developer.nvidia.com/tadp">Tegra Android Development Pack</a> makes it easy for you to setup and maintain an Android development environment.<br /><br />This update to TADP includes support for <a href="http://developer.android.com/sdk/">Android SDK r18</a> and <a href="http://developer.android.com/sdk/ndk/index.html">Android NDK r7c</a>. This update to the NDK is significant for Tegra Android developers in that it includes an important fix for Tegra2-based devices, as well as a few additional fixes and improvements.<br /><br />Android NDK r7b was not configured properly, resulting in crashes on non-NEON devices such as Tegra2-based devices, when trying to use certain floating-point functions (e.g., cosf, sinf, expf). <br /><br />The latest version of the Tegra Android Development Pack is available <a href="http://developer.nvidia.com/tegra-resources">here</a>. To provide feedback, request additional features or report support issues, just reply to this post!]]></description>
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      <title>Optimal vertex attribute formats for Tegra2/3?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8046/optimal-vertex-attribute-formats-for-tegra23</link>
      <pubDate>Thu, 10 May 2012 12:26:39 -0400</pubDate>
      <dc:creator>clb</dc:creator>
      <guid isPermaLink="false">8046@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I am trying to figure out what would be the most optimal vertex format to use for my vertex data. Does there exist somewhere a guide/tips on how to lay out data for best performance?<br /><br />I am mostly comparing the performance guidelines to ones published for iOS ( <a href="http://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLES_ProgrammingGuide.pdf" target="_blank" rel="nofollow">http://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLES_ProgrammingGuide.pdf</a> , page 65+), since I cannot find a similar document for Tegra2/3. Do such guidelines exist somewhere?<br /><br />Specific questions:<br /> - Does GL_FIXED carry a penalty as opposed to GL_FLOAT? Should I always use GL_FLOAT instead of GL_FIXED?<br /> - Is there a performance difference on the order of laying out data with different semantics inside a single vertex. E.g. having pos/normal/uv versus pos/uv/normal, and loading them in different orders in the shaders. The iOS guide lists a preferred order, do similar rules apply here?<br /> - Is there a performance hit if GL_UNSIGNED_BYTE data is not aligned to two bytes? or four bytes?<br /> - Is there a performance hit if GL_UNSIGNED_SHORT data is not aligned to two bytes? or four bytes? iOS guides mention a performance hit if GL_UNSIGNED_SHORT is not aligned to four bytes, and suggests adding two bytes of padding. How about Tegra2/3?<br /> - Is there a performance hit if GL_FLOAT data is not aligned to four bytes?<br /> - Is it faster to pack vertex data fields inside a same attribute? E.g. with two sets of 2D UV coordinates, should I pack them into a single 4D {uv0.x uv0.y uv1.x uv1.y} attribute and separate in the shader?<br /><br />What kind of other tips would you recommend? I am currently packing as much of my data into GL_UNSIGNED_BYTEs as possible, and am now worried about the misalignment of some data fields it causes.<br /><br />If nothing else, I'll probably run some profiling to investigate this, but if people have done this already, would be great to hear the results.<br /><br />Other related questions:<br /> - Is there any practical difference between GL_DYNAMIC_DRAW and GL_STREAM_DRAW in the Tegra2/3 drivers? I am currently doing double-buffered (swapping between two created VB objects each frame) updates to a GL_STREAM_DRAW vertex buffer for my particles. Should I be double-buffering myself, or are the Tegra2/3 drivers already double-buffering/optimizing for me for per-frame updates if I specify GL_STREAM_DRAW?<br /> - Do Tegra2/3 support Vertex Array Objects?<br /><br />Thanks for the help!]]></description>
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      <title>Is 1080p HDMI output possible on Tegra3?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8016/is-1080p-hdmi-output-possible-on-tegra3</link>
      <pubDate>Thu, 10 May 2012 05:24:48 -0400</pubDate>
      <dc:creator>clb</dc:creator>
      <guid isPermaLink="false">8016@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />   I am investigating the different options that are possible when using a HDMI link to an external display. Looking at how it currently works, it seems that the main display is always mirrored to the HDMI display, giving a 1280x800 res. This is quite surprising, since the Asus Transformer Prime adverts claim it to be able to play back 1080p video on HDMI. What gives?<br /><br />I'm now pondering whether any of the following scenarios are possible:<br /> - Extend/separate display mode. Use Prime screen as 1280x800 display and use the other display as an extended monitor in 1920x1080 or 1920x1200 mode, whatever is the max. res for that display. Can I simultaneously render different content to both displays using GLES2? This would give full control and support to specify what content is displayed on which screen.<br /> - Turn off the small 1280x800 display, only use the large external 1920x1080 display. Render natively to the 1920x1080 display without upscaling from a smaller resolution. Is this possible? I notice that Shadowgun is not doing this at least, but the game is played in 1280x800 res on the HDMI display, which the monitor stretches to fit the screen.<br /><br />If neither of these scenarios are doable, do you know if that is only due to software limitations, or are there potentially some hardware restrictions that will limit Tegra3 to always mirroring a single max. 1280x800 display?<br /><br />Thanks for any help!]]></description>
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      <title>Enabeling WIFI on Tegra 3 Development board with Linux 4 Tegra</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6876/enabeling-wifi-on-tegra-3-development-board-with-linux-4-tegra</link>
      <pubDate>Tue, 10 Apr 2012 20:45:52 -0400</pubDate>
      <dc:creator>madmaze</dc:creator>
      <guid isPermaLink="false">6876@/devforum/discussions</guid>
      <description><![CDATA[Hello everyone,<br /><br />Ive been playing with L4T on a Cardhu Development tablet. I used the standard kernel and sample file system, but I seem not to be able to get the wifi to work.<br />If im not mistaken the wifi module is a bcm4329 wifi/bluetooth combo chip. In the L4T rootfs a kernel module is provided, bcm4329.ko. But it seems this only speaks to the bluetooth?<br /><br />I have used modprobe to load the module, but it cannot find/use the hardware.<br /><br />Does anyone have pointers to what I could try?<br /><br />Thanks,<br /><br />Matthias]]></description>
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      <item>
      <title>Tegra Support Levels</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6781/tegra-support-levels</link>
      <pubDate>Sun, 08 Apr 2012 13:46:10 -0400</pubDate>
      <dc:creator>atulkpatel101</dc:creator>
      <guid isPermaLink="false">6781@/devforum/discussions</guid>
      <description><![CDATA[Hi<br />New to Tegra. <br />What are the direct support criteria (min volumes etc) for Tegra? I qualify for to initiate direct sales contact (more than 100K units) but what about support? Will get direct suport from nVidia like the large SnartPhone OEMs get?<br />Any help will be greatly appreciated. ]]></description>
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      <title>Android 4 nvidia omx api</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6611/android-4-nvidia-omx-api</link>
      <pubDate>Mon, 02 Apr 2012 07:04:17 -0400</pubDate>
      <dc:creator>digetx</dc:creator>
      <guid isPermaLink="false">6611@/devforum/discussions</guid>
      <description><![CDATA[Hi, there! I'm working on custom rom for acer a500 and i want to use nvidia's media extractors, hw decoders. Mainly i want to be able to play wmv/wma. So i have some questions...<br /><br />1) Will nvidia update android sources on nv-tegra to ics? It would be nice if nvidia could release all needed header files for multimedia libs.<br /><br />2) What i need to change in current available gingerbread superextractor to decode wmv/wma? I can play some wmv files, but without sound because after filling buffers for wma decoder nvomx returns error. I guess that some additional params needs to be passed to omx or data needs to be specially aligned.<br /><br />Thanks in advance.]]></description>
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      <title>Revisiting NPOT, ETC1, MipMapping</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6196/revisiting-npot-etc1-mipmapping</link>
      <pubDate>Thu, 22 Mar 2012 09:26:42 -0400</pubDate>
      <dc:creator>Rob Nugent</dc:creator>
      <guid isPermaLink="false">6196@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I've finally managed to distill the problems I reported in the following conversation into a simple test case:<br /><br /><a href="http://forums.developer.nvidia.com/devforum/discussion/596" target="_blank" rel="nofollow">http://forums.developer.nvidia.com/devforum/discussion/596</a><br /><br />Essentially I'm trying to use non-power-of-two texturing with ETC1 compression and mipmapping. If the texture size *is* a power of two (say 128x128), it works OK and gives results as shown in good_128x128.png (attached). This is a synthetic example with the mipmap levels showing as green/red/blue squares each with a white centre.<br /><br />If the texture size is *not* a power of two (say 124x124) I get a bad image as shown in bad_124x124.png (attached)<br /><br />I think I've followed all the suggestions in the earlier conversation. I'll append the source in a subsequent append. If anyone can help or offer suggestions, I'd much appreciate it.<br /><br />This is all running on my Asus EPad Transformer TF101 now running Android 4.0.3<br /><br />The source code can be modified from the working to failing cases by changing line 93 of C4Cube.java from:<br /><br />createMipMapCompressed(128);<br /><br />to<br /><br />createMipMapCompressed(124);<br /><br />Many thanks in advance.<br />Rob<br /><br />]]></description>
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      <title>How install ICS/Honeycomb on Tegra 250 (Harmony)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3501/how-install-icshoneycomb-on-tegra-250-harmony</link>
      <pubDate>Mon, 16 Jan 2012 05:34:31 -0500</pubDate>
      <dc:creator>eliofrancesconi</dc:creator>
      <guid isPermaLink="false">3501@/devforum/discussions</guid>
      <description><![CDATA[Hi all,<br />I'm struggling on searching in the documentation and forum, how install ICS on my tegra 250 evaluation board, but without success.<br /><br />Is it possible to install it and how?<br /><br />The only thing found in documentation is the image for the froyo version, is it the latest version supported or are there newer version supported?<br /><br />Thank in advance for any hints.<br />Elio<br /><br />]]></description>
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      <title>Tegra ETC1 NPOT MipMaping</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/596/tegra-etc1-npot-mipmaping</link>
      <pubDate>Tue, 20 Sep 2011 04:56:51 -0400</pubDate>
      <dc:creator>Rob Nugent</dc:creator>
      <guid isPermaLink="false">596@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I'm experimenting porting one of my existing PC opengl mapping applications to Android. My development platform is a Tegra (Asus EEE Pad Transformer).<br /><br />I'd like to use ETC1 texture compression with non-power-of-two textures and mipmapping but can't get this to work at all. I can get mipmapping working with non-compressed textures, and I can get npot-ETC1 textures working without mipmapping.<br /><br />If anyone can tell me if this is actually supported on Tegra, I'd really appreciate it.<br /><br />Regards,<br />Rob]]></description>
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      <title>Tegra 3 Tablet Camera API</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6351/tegra-3-tablet-camera-api</link>
      <pubDate>Mon, 26 Mar 2012 03:39:57 -0400</pubDate>
      <dc:creator>MichaelD</dc:creator>
      <guid isPermaLink="false">6351@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />i am doing my master thesis with the Tegra 3 tablet development kit. I want to do real time image processing on the stereo camera the tablet is providing (calibration, stereo correspondence, ...). <br /><br />The FCamPro example does something like that - it gives an OpenGL texture to a SurfaceView. Is there an existing API-function that allows me to get the current (stereo)frame and manipulate it with some algorithms and pass it on to an (GL)SurfaceView - like the onPreviewFrame() function does on the Android API?<br /><br />Thanks,<br />Michael]]></description>
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      <title>Tegra 2 GLES2.0 shader question</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6141/tegra-2-gles2-0-shader-question</link>
      <pubDate>Tue, 20 Mar 2012 16:17:43 -0400</pubDate>
      <dc:creator>dashxdr</dc:creator>
      <guid isPermaLink="false">6141@/devforum/discussions</guid>
      <description><![CDATA[Does the Tegra2 fragment shader support flow of execution instructions? A piece of fragment shader code I want to use has a for() loop with a conditional break, but the behaviour is as if the entire loop has been unwound, which destroys performance.<br /><br />I really want to know if the ULP GeForce used on the Tegra2 even supports the conditional flow of execution ARB instructions at all, and I can't seem to find any documentation or anything that has that particular detail.<br /><br />If the tegra2 does support those instructions,<br />1) How can I tell the GLES20 compiler to make use of them when it is compiling my shader code?<br />2) If I can't do it with GLSL, can I wrote the ARB assembly language myself?<br /><br />This is on an android samsung galaxy 10.1 tablet, by the way.<br /><br />Thanks for any and all replies.<br />-Dave<br />]]></description>
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      <title>Website For Mobile Games &amp; Software</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5776/website-for-mobile-games-software</link>
      <pubDate>Sat, 10 Mar 2012 22:29:36 -0500</pubDate>
      <dc:creator>iluvmobilegames</dc:creator>
      <guid isPermaLink="false">5776@/devforum/discussions</guid>
      <description><![CDATA[Are you one of those people who likes to play games on your mobile phone? Are you looking for more games to play and try out? Would you want to have more games installed on your mobile phones? If you answered “yes” to all questions, then you should take a look at this site <a href="www.juegosenmovil.com/index_en.php">JUEGOS EN MOVIL</a> today. This site offers information about mobile programming and application as well as free games and software for your mobile phones. Visit the site now and find out more games you can install and enjoy for your mobile devices!]]></description>
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      <title>Is it possible to use Tegra Devpack with a Tegra Tablet (for example, Asus TF101)?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5346/is-it-possible-to-use-tegra-devpack-with-a-tegra-tablet-for-example-asus-tf101</link>
      <pubDate>Fri, 02 Mar 2012 00:34:10 -0500</pubDate>
      <dc:creator>slliucc</dc:creator>
      <guid isPermaLink="false">5346@/devforum/discussions</guid>
      <description><![CDATA[Currently it looks like Tegra Devpack software only works with Tegra Development Kits hardware.  Is it possible to use it with a normal Tegra tablet such as Asus TF101 to develop software?]]></description>
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      <title>Missing perfhud libraries for non devkit devices</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1686/missing-perfhud-libraries-for-non-devkit-devices</link>
      <pubDate>Sun, 20 Nov 2011 10:07:13 -0500</pubDate>
      <dc:creator>workless</dc:creator>
      <guid isPermaLink="false">1686@/devforum/discussions</guid>
      <description><![CDATA[Hi, I would like to run perfhud on my ASUS trasformer(bought just for this) (TF101) but i can't find perfhud libraries for android 3.2. I tried to mount system.img of the devkit but it doesn't work :( (it does work for 2.3 image).<br />Could you please provide perfhud libraries for each version of android?<br />or at least give information on how to mount 3.2 image? it's all i need, please.<br /><br />Thanks for your time.]]></description>
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      <title>NVIDIA Debug Manager for Android NDK issue</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3401/nvidia-debug-manager-for-android-ndk-issue</link>
      <pubDate>Thu, 12 Jan 2012 16:22:23 -0500</pubDate>
      <dc:creator>mighter</dc:creator>
      <guid isPermaLink="false">3401@/devforum/discussions</guid>
      <description><![CDATA[Development environment: Windows 7, cygwin, android NDK r7, Eclipse Indigo+CDT.<br />I have Android project, converted to C++ project. <br />I try to debug it using NVIDIA Debug Manager. I select Android NDK Application debug config.<br /><img src="http://i28.fastpic.ru/big/2012/0113/ec/06f4c86dfcdf024562a4a09dd9fe34ec.png" alt="" /><br /><img src="http://i28.fastpic.ru/big/2012/0113/cc/86e55e857706ffb08ab9e5a6520ccdcc.png" alt="" /><br />Tried Acer Iconia Tab A500, and though not supported HTC Desire HD(2.3.5 no root), Galaxy Ace(2.3.3 root).<br />What I receive is console output:<br /><code>GdbServerReceiver: gdbserver: permission denied</code>]]></description>
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      <title>Custom Kernel on Tegra 2/3</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2091/custom-kernel-on-tegra-23</link>
      <pubDate>Fri, 02 Dec 2011 15:23:33 -0500</pubDate>
      <dc:creator>zperez</dc:creator>
      <guid isPermaLink="false">2091@/devforum/discussions</guid>
      <description><![CDATA[I'm currently developing some RIL (radio) libraries for my company for the Tegra 2 and 3. To develop for these devices I need a ttyUSB interface (that's how our dev boards talk to any devices we connect to). The kernel on the Tegra's has an option driver built in, but does not have the correct defined values to register our devices (drivers/serial/usb/option.c). I have the correct option driver built (both as a module and compiled into the kernel). The issue I am having is I cannot flash a custom kernel to the Tegra. I need a custom kernel to be able to develop the drivers for my companies devices, however, since there is 0 documentation on what configs are needed to properly build/flash a custom image to the Tegra, I've had to rely on some revere engineering and trial and error, all to no avail.<br /><br />I have a much clearer understanding of how the Tegra works under the hood (i.e. how the hardware interfaces between everything, how the kernel loads on it, etc. etc. etc.) but since this is a closed platform, I have no way of being able to figure out exactly where/why/how to load my images and have the proper addresses read. <br /><br />Long story short, NVidia, I need more documentation on how to work with your devices. I don't care about proprietary code or anything like that, I have the boot.img you have given, I've stripped out the kernel and ram disk image and edited it to my needs, but cannot put that repacked boot.img on to the device .. <br /><br />ANY help in getting a custom kernel loaded onto the Tegra would be of great help. If anyone has similar issues or been able to do this, I will give what info I can to help you in helping me (no proprietary info from my company involved in building custom images so full disclosure is ok).<br /><br />Thanks in advance to anyone who can help with this]]></description>
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      <title>Is NVIDIA complying with its Open Source obligations?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2066/is-nvidia-complying-with-its-open-source-obligations</link>
      <pubDate>Fri, 02 Dec 2011 11:54:01 -0500</pubDate>
      <dc:creator>Core Memory</dc:creator>
      <guid isPermaLink="false">2066@/devforum/discussions</guid>
      <description><![CDATA[On xdadevelopers, I read NVIDIA's announcement about making Tegra binary code and drivers, etc. available to independent developers but no where is the release of source code (un-obfuscated human readable code) stated. Although developers appreciate binary code, it isn't enough. The concept of Open Source is openness so that there's a level playing field of opportunity for every developer which I still don't observe with NVIDIA. Is NVIDIA complying with its Open Source obligations?"]]></description>
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      <title>No Tegra 2 driver source code = No independent developer support for NVIDIA Tegra 2, 3, etc.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1841/no-tegra-2-driver-source-code-no-independent-developer-support-for-nvidia-tegra-2-3-etc-</link>
      <pubDate>Fri, 25 Nov 2011 14:15:27 -0500</pubDate>
      <dc:creator>Core Memory</dc:creator>
      <guid isPermaLink="false">1841@/devforum/discussions</guid>
      <description><![CDATA[Over at xdadevelopers.com, developers and consumers are complaining about the lack of support for the Tegra 2 from NVIDIA which is preventing the development of kernels to upgrade phones such as the LG Optimus 2X and G2X which phone manufacturers, such as LG, appear to have abandoned support for.  NVIDIA must provide the information and tools necessary for independent developers or they will lose that too and, when consumers realize that they bought phones which wouldn't be updated and also don't use the full capabilities of the NVIDIA GPU, they will stop buying phones with NVIDIA chips inside.  I own a G2X which LG appears to have abandoned, they were forced to provide Android 2.3 in the U.S.A. but, apparently, that's it for updates to anything newer.  NVIDIA, you can't depend on phone manufacturers to support your technology, you have to do it yourself by openly providing the source code to your drivers, including the hardware accelleration code, or you will be left behind in the dust by Texas Instruments and other companys which do supply what independent developers need to fully develop software.  Beware NVIDIA, you could be headed into oblivion as RIM appears to be and as already happened with NORTEL which was so big and successful it didn't think it could fail.]]></description>
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      <title>Smartphone tegra</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1681/smartphone-tegra</link>
      <pubDate>Sun, 20 Nov 2011 05:51:31 -0500</pubDate>
      <dc:creator>Malkawi</dc:creator>
      <guid isPermaLink="false">1681@/devforum/discussions</guid>
      <description><![CDATA[Hi i am new to this forum hope you are all doing well<br />My question<br />Is there a comPatible touch screen for the tegra 250?<br />And can I connect a gm862 gsm GPRS to it(using USB) will it recognize it?<br />I am working on a project for making a smartphone]]></description>
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      <title>Tegra 2: Slow floating point texture operations</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1576/tegra-2-slow-floating-point-texture-operations</link>
      <pubDate>Wed, 16 Nov 2011 17:11:34 -0500</pubDate>
      <dc:creator>agso0</dc:creator>
      <guid isPermaLink="false">1576@/devforum/discussions</guid>
      <description><![CDATA[Hi guys.<br /><br />I am stuck in the middle of a problem, I hope someone can help me with this one:<br /><br />Currently I have an application developed on android NDK targeting android 3.2 honeycomb.<br />Everything went well until I decided to include support for floating point textures to add image postprocessing functionality to my effects framework.<br /><br />The thing is that when I create floating point render targets (textures with GL_FLOAT as the type of the components), the application performance drops insanely.<br />If I change the type of the format to GL_UNSIGNED_BYTE, everything goes back to normal frame frecuency.<br /><br />I tested with a sample program with just a textured quad and the results are similar: a significant drop in the frame rate.<br /><br />The target hardware is a ViewSonic Viewpad 10S with a Tegra 2 processor.<br /><br />The requested format for the back buffer is GL_RGBA8888.<br /><br />I appreciate your time. Thanks.<br /><br />NOTE: Currently, the message edition control in this forum has a bug (it does not let you edit the message content, at least in Internet Explorer 9), so, a workaround is to write your message in <br />notepad (or some other editor) and then paste the content in the editor (though still the control does not show the content, but is there).]]></description>
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      <title>Tegra 2/3 and Unity3d</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1471/tegra-23-and-unity3d</link>
      <pubDate>Fri, 11 Nov 2011 12:32:23 -0500</pubDate>
      <dc:creator>KazeEnji</dc:creator>
      <guid isPermaLink="false">1471@/devforum/discussions</guid>
      <description><![CDATA[I've taken a gander at the forums here and nothing pops out immediately to me.<br /><br />Just looking for anyone who's had experience with Unity3d and Tegra development. Any special coding you can/should use? How far can one push the polygon counts because it's Tegra? Can you make a game where in the single package you can expand graphical capabilities if it's on Tegra vs. a non-Tegra device? (Something like switching up to DirectX 11 allows you more graphic options on a computer)<br /><br />I'm just starting out designing a game in Unity3d and I would really like to take advantage of the Tegra platform properly so anyone with info on this subject would be of great help.<br /><br />Thank you,<br />-Kaze- ]]></description>
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      <title>Please enable CONFIG_IP_MULTICAST by default in the Android Tegra Kernel configuration</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1276/please-enable-config_ip_multicast-by-default-in-the-android-tegra-kernel-configuration</link>
      <pubDate>Sun, 06 Nov 2011 07:25:29 -0500</pubDate>
      <dc:creator>RomanTsisyk</dc:creator>
      <guid isPermaLink="false">1276@/devforum/discussions</guid>
      <description><![CDATA[Dear,<br /><br />Android SDK has special API for working with IP multicast streams (see MulticastSocket).<br />This API gives ability to send and receive multicast datagrams, using device Wi-Fi or Ethernet adapter. Multicast streams are widely used by various applications, especially for multimedia needs.<br /><br />Unfortunately, IP multicast support on the Tegra 2 Android devices is totally broken.<br />I examined Android Java/Bionic/Kernel sources and found, that problem occurs because CONFIG_IP_MULTICAST is disabled in the Linux Kernel. I checked Xoom and new Galaxy Tab --- both of them have this option disabled (in /proc/config.gz). Provided by vendors sources also have same problem, as well as NVIDIA Android Kernel tree.<br /><br />Probably, vendors build firmwares based on android-tegra-2.6.x tree, without making significant changes to the config (tegra_android_defconfig?). After rebuilding Kernel, multicast functions works properly, without any troubles. Devices, based on other platforms (e.g. Qualcomm phones) is not affected by described problem.<br /><br />My small feature request:<br /><br /><strong>Please, enable CONFIG_IP_MULTICAST by default in your configuration. </strong><br />This may help to develop new applications for the Tegra platform.<br /><br />Thanks!<br />]]></description>
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      <title>V4L Driver</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1231/v4l-driver</link>
      <pubDate>Thu, 03 Nov 2011 00:26:33 -0400</pubDate>
      <dc:creator>userAAA</dc:creator>
      <guid isPermaLink="false">1231@/devforum/discussions</guid>
      <description><![CDATA[Hi everyone, <br />I would like to modify existing v4l2 driver (tegra_v4l2_camera). I want it to work with RGB or RAW cameras too. I saw some register set in driver. It was written by some values, which was defined like "xxxxxx_FMT_UYVY". I assume, there could be some constants like xxxx_FMT_RGB.<br />Do anybody knows about it? <br />I know many products with tegra2 with video camera. Are they all using only YUV camera??? <br />PS: i can't change my camera.]]></description>
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      <title>Tegra 250 camera API</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1126/tegra-250-camera-api</link>
      <pubDate>Mon, 24 Oct 2011 18:04:23 -0400</pubDate>
      <dc:creator>romangpu</dc:creator>
      <guid isPermaLink="false">1126@/devforum/discussions</guid>
      <description><![CDATA[Hi, <br /><br />could you please provide me with samples how can I access camera on NVIDIA Tegra 250 tablet from Java. <br /><br />I installed Tegra Android Development Pack for Win from <a href="http://developer.nvidia.com/tegra-android-development-pack" target="_blank" rel="nofollow">http://developer.nvidia.com/tegra-android-development-pack</a>. I use Java from Eclipse via JNI and C++ OpenCV. I compiled some samples from Android SDK. I successfully flashed green triangle sample but was not able to run HelloJni sample. Anyway I could not find samples how to manage Tegra tablet camera (C++ API). I would like to have camera output in my android application.<br /><br />Thanks,<br /><br />Roman]]></description>
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      <title>Simple frame buffer access</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1176/simple-frame-buffer-access</link>
      <pubDate>Fri, 28 Oct 2011 11:27:04 -0400</pubDate>
      <dc:creator>kingst</dc:creator>
      <guid isPermaLink="false">1176@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br /><br />I am working on a new operating system and I want to print some simple text to the screen early in the boot sequence to help debug (similar to fastboot that also prints some simple text and graphics).  I am using a Ventana dev kit and I tried writing pixel values to the video memory area, but it did not appear to do anything.  Does anyone have any suggestions?<br /><br />Thanks!<br /><br />--Sam]]></description>
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      <title>Cannot Boot Linux on Ventana</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/996/cannot-boot-linux-on-ventana</link>
      <pubDate>Thu, 13 Oct 2011 21:41:10 -0400</pubDate>
      <dc:creator>orestisp</dc:creator>
      <guid isPermaLink="false">996@/devforum/discussions</guid>
      <description><![CDATA[Hi.<br /><br />I've been trying to setup Ubuntu on a Ventana board.<br />I am following every step in this tutorial:<br /><a href="http://developer.nvidia.com/content/linux-tegra-release-12-alpha-1-released" target="_blank" rel="nofollow">http://developer.nvidia.com/content/linux-tegra-release-12-alpha-1-released</a><br />I flash the device but when it tries to boot it says:<br />Unable to query partition UBN<br />Unable to query partition CAC<br />Unable to query partition MSC<br /><br />I have tried configuring the configuration file by changing stuff<br />according to the config file that is used for Android.<br />Using this version of the config file, I have managed to overcome this<br />"cannot query partition" error. But even in this case after choosing<br />the ubuntu logo to boot, it just goes black and after some seconds<br />just restarts. I have also tried to set it up so that it will boot<br />through an SD card or a USB but it also does not seem to work.<br /><br />I don't care if it boots the kernel from a usb or an sdcard or whatever.<br />I just want to run Ubuntu on this thing because I need to run performance<br />sensitive C / arm assembly code in its multicore ARM CPU. I hope I don't<br />have to create an Android app and embed my low level experiments in there.<br />That would be a LOT waste of my time.<br /><br />Has anyone managed to get this thing working?<br />I just want the board to boot a linux OS other than Android.<br />Even if it is just a kernel, a terminal and a compiler, it suits me.<br />I just want to overcome these Android locks that basically limit you<br />from running anything else than freaking Java and Android packages.<br /><br />Thanks,<br />Orestis]]></description>
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      <title>Tegra 2/Android screenshot capability</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/861/tegra-2android-screenshot-capability</link>
      <pubDate>Thu, 06 Oct 2011 16:46:35 -0400</pubDate>
      <dc:creator>orrebmas</dc:creator>
      <guid isPermaLink="false">861@/devforum/discussions</guid>
      <description><![CDATA[Is there a way to programmatically (?spell?) take screenshots on a Tegra 2 based platform? <br />I've searched everywhere for answers to this, and the answers I found only mention that Tegra 2 does not maintain a framebuffer in Android like other SoCs. If the framebuffer cannot be dumped to save a screenshot, what is the best way to go about this? A link to code sample will be amazing too.<br /><br />Thanks.]]></description>
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      <title>Asus Transformer - Maximum number of h264 decoder instances?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/631/asus-transformer-maximum-number-of-h264-decoder-instances</link>
      <pubDate>Wed, 21 Sep 2011 03:20:50 -0400</pubDate>
      <dc:creator>Yougli</dc:creator>
      <guid isPermaLink="false">631@/devforum/discussions</guid>
      <description><![CDATA[I'm working on a honeycomb app that should display several MediaPlayer at the same time, from 12 to 16.<br /><br />My test device is an Asus Transformer, and the videos I'm trying to display were all recorded through the device itself, in many different formats (3gp, mp4, with h263 and h264 codecs and in various resolutions).<br /><br />I can succesfully display up to 5 videos, but the 6th doesn't even load and shows this error in my Logcat:<br /><br /><code><br />09-20 22:16:49.590: INFO/AwesomePlayer(2158): reset<br />09-20 22:16:49.590: INFO/AwesomePlayer(2158): cancel player events<br />09-20 22:16:49.590: INFO/AwesomePlayer(2158): cancel player events<br />09-20 22:16:49.590: INFO/AwesomePlayer(2158): setDataSource_l('/mnt/sdcard/Movies/MixPad/sample1.mp4')<br />09-20 22:16:49.620: INFO/OMXCodec(2158): [OMX.Nvidia.h263.decode] allocating 10 buffers of size 1566720 on input port<br />09-20 22:16:49.620: INFO/OMXCodec(2158): [OMX.Nvidia.h263.decode] allocating 10 buffers from a native window of size 38016 on output port<br />09-20 22:16:49.630: ERROR/OMXCodec(2158): [OMX.Nvidia.h263.decode] ERROR(0x80001000, 2)<br />09-20 22:16:49.630: VERBOSE/OMXNodeInstance(2158): calling destroyComponentInstance<br />09-20 22:16:49.630: VERBOSE/OMXNodeInstance(2158): destroyComponentInstance returned err 0<br />09-20 22:16:49.630: VERBOSE/OMXNodeInstance(2158): OMXNodeInstance going away.<br />09-20 22:16:49.630: ERROR/MediaPlayer(4919): error (1, -2147483648)<br />09-20 22:16:49.630: ERROR/MediaPlayer(4919): Error (1,-2147483648)<br /></code><br /><br />Is there some kind of limitation concerning the number of decoder instances?<br /><br />From what I've seen, it seems that I can't use more than 5 MediaPlayer at the same time on this specific hardware, whereas I don't have any errors in my Logcat when I'm trying my application from the emulator (even though, obviously, it cannot play all the videos smoothly).<br /><br /><br /><br />Thanks for your help, and suggestions :)]]></description>
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      <title>Where is the Tegra datasheet?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/71/where-is-the-tegra-datasheet</link>
      <pubDate>Thu, 18 Aug 2011 21:20:35 -0400</pubDate>
      <dc:creator>Andrew Edelsten</dc:creator>
      <guid isPermaLink="false">71@/devforum/discussions</guid>
      <description><![CDATA[Where can I find the Tegra processor datasheet, AVL certification process, and/or pin out information?<br />]]></description>
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