oboe
filament
Our great sponsors
oboe | filament | |
---|---|---|
17 | 27 | |
3,583 | 17,083 | |
0.9% | 1.2% | |
8.6 | 9.8 | |
7 days ago | 2 days ago | |
C++ | C++ | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
oboe
- Android low latency audio in 2023
-
Solfeggio Music Player
Google Oboe should be able to amend the sound.
-
How to use an external C++ lib for Android for Unreal Engine ?
I want to get access to the audio stream for an Android device (Oculus Quest 2) by using the C++ lib Oboe: https://github.com/google/oboe
- Oboe 1.7.0 released
-
Any Android NDK Tutorials or Courses?
https://github.com/google/oboe would be a good starting point for audio processing.
-
How would you write an audio/DSP application for android?
If you want to build real-time applications the Oboe library might be the best place to start. I do some sound synthesis stuff with it and it is nice enough to use.
- Newbie In Need Of Help
-
AudioManager causing ANRs on some android 11 devices?
Not sure if yours is related, but there are some known ANRs with Android 11 audio. For instance: https://github.com/google/oboe/issues/1474
-
StabilizedCallback in MegaDrone sample ?
In oboe/samples/MegaDrone, the README.md file mentions the use of a StabilizedCallback, but I don't see where it's used in the code.
- Easiest way to make a simple soundboard app with no experience?
filament
-
Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
-
Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
-
Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
-
Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
-
Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
-
What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
-
Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
-
OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
-
Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files
What are some alternatives?
ffmpeg-kit - Fork of https://github.com/arthenica/ffmpeg-kit
android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store
ffmpeg-kit - FFmpeg Kit for applications. Supports Android, Flutter, iOS, Linux, macOS, React Native and tvOS. Supersedes MobileFFmpeg, flutter_ffmpeg and react-native-ffmpeg.
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
aap-lv2 - AAP LV2 support: wrapper, the foundation for LV2 plugin ports to Android. See also aap-core Wiki for the list of ports.
compose-samples - Official Jetpack Compose samples.
walt - A device for measuring latency of physical sensors and outputs on phones and computers
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
rust-skia - Rust Bindings for the Skia Graphics Library
walt - :zap: Walt is a JavaScript-like syntax for WebAssembly text format :zap:
OpenSceneGraph - OpenSceneGraph git repository