i have RGBA5551 data ( GLushort pdata[512*512]) ,the data <SPAN id=result_ =“short_text”>Similar <SPAN id=result_ =“short_text”>Video,away <SPAN id=result_ =“short_text”>Update.
Unfortunately, PBO’s are unavailable in OpenGL ES (A list of all possible extensions for OpenGL ES 1.x & 2.0 is available here)
If you have access to the IMG texture streaming extension (which I assume is a possibility, after you started this topic) then you may be able to create a texture stream to write your decoded images to, which will allow you to use your video frames as textures within your application. This will remove the bottle neck of regularly copying images into your application and uploading them through GL calls.Joe2010-08-27 09:51:49
If you look through the code in the link you sent in the other topic you started, there is an example of glTexBindStreamIMG being used.
The first parameter passed to glTexBindStreamIMG() is the ID of the texture stream (an integer value that either can be retrieved through a driver developer specific texture stream creation/management module (such as the TI bc-cat kernel module), or the driver supplier should be able to tell you this value if it is hidden).
The second parameter is an integer ID for the particular buffer within the stream that you want to bind (between 0 and the maximum number of buffers available in the texture stream).
Personally, my approach is the following (where I have assumed you already know the texture stream ID you should be using and have assigned the value to i32TexStreamId):