NenaMark2 – Got a shiny new graphics chip? Make it suffer with NenaMark!

NenaMark2

Got a shiny new graphics chip? Make it suffer with NenaMark!

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NenaMark2 is an OpenGL|ES 2.0 benchmark for high-end mobile devices, continuing where the popular NenaMark1 left off with more advanced graphical effects and higher resolution graphics.

Unlike many other benchmarks, NenaMark measures performance using realistic scenes that could be taken from a typical game and presents the result in frames per second, i.e. providing an intuitive performance number that can be used for realistic comparisons between different devices.

Benchmark results from a wide variety of devices are available on the NenaMark site (nena.se/nenamark).

Effects:
– Skeletal Animation (bones matrix animation), trees.
– Morph Target Animation (blend vertex sets), sun flowers along house wall.
– Bump Mapping (using normal map), stone walls on house.
– Water (reflections, normal animation, fresnel effect), the lake.
– Cloud System (advanced particle system), clouds.
– Cube Map Reflections (w/ dynamic cube map generation), windows on house.
– Smoke (advanced particle system), smoke from chimney.
– Shadow Mapping (dynamic shadow mapping), terrain.
– Texture Channel Animation, sparkling sun.
– Smooth Gradient Animation, sky hemisphere.
– Dynamic lighting (per vertex diffuse lighting), entire scene.
– Lens flare, lens flare from sun at low altitude.

For more information, visit: nena.se/nenamark

Detail information and download apk file for your android phone: googleplaystoreapks.com/category/libraries-demo

Compare Sprite Draw Method – Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

Compare Sprite Draw Method

Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

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This app is targeted at developers, or anyone curious about performance differences between OpenGL and Canvas. Specifically, it measures the performance of drawing 2D sprites explicitly using OpenGL ES 2.0 with a hybrid of Java and C, and drawing 2D sprites using Canvas with Java.

When you are done running a test, you can see a benchmark analysis of the performance by pressing the device’s back button.

It is similar to Sprite Method Test by Chris Pruett, but it is updated for OpenGL ES 2.0. His Sprite Method Test runs the outdated ES 1.0, and is broken on Jelly Bean (because of tripple buffering).

This app works on all devices which support OpenGL ES 2.0.

This is ad-free and nag-free.

More details:

Specifically, this app measures the performance of drawing 2D sprites explicitly using OpenGL ES 2.0 with a hybrid of Java and C, and drawing 2D sprites using Canvas with Java.

On every frame:
The background color shifts slightly, pulsing between red and white.
Each sprite moves a random (Gaussian) amount. If the center of a sprite goes over an edge of the screen, the sprite moves to a random screen location.

The Canvas test uses a SurfaceView and Canvas.drawBitmap(). All the calculations are done in Java (using Random.nextGaussian() and Random.nextFloat()) on a float[].

The OpenGL ES 2.0 tests use a GLSurfaceView in Java. Calculation is done in C (using drand48() and an inline C equivalent of Java’s Gaussian algorithm) on a native float[]. Drawing is also done in C, using glDrawArrays(GL_POINTS, …). C (NDK) methods are called every frame from Java through the JNI.

All tests have the identical overhead of profiling operations in Java.

Statistics:
The FPS information is about when frames are actually posted to the screen (technically, the SurfaceFlinger).
The Draw information is about the time it takes to issue (and glFlush() + glFinish(), in the OpenGL test) the drawing commands. It does not count the time to actually flip screen buffers.
The Push information (VBO only) is about the time it takes to push the vertex data to the GPU buffer. This will often be <.5ms (which rounds to 0.000s) per frame. When using the non-VBO OpenGL test, this time is essentially included in the draw time instead. In practical applications, it might take longer to push data to the GPU. This example contains only one VBO (or Vertex array) with 2 floats per sprite. Practical applications would have more data (such as size and texture information).
The Calc information is about the time it takes to calculate a frame’s background color and the new position of each sprite. When JIT is enabled, calculation time is comparable between the Java (Canvas) test and the native (Open GL) tests, but with JIT disabled, Java suffers a significant penalty.

Detail information: googleplaystoreapks.com/category/libraries-demo

CollapsibleSearchMenu – Implementation of the SearchView is compatible with android below 3.0.

CollapsibleSearchMenu

Implementation of the SearchView is compatible with android below 3.0.

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Implementation of the SearchView is compatible with android below 3.0.
This library allows developers to easily integrate search menuItem in an Android application.

Open source project: github.com/johnkil/Android-CollapsibleSearchMenu

See detail information and download apk file for your android phone: googleplaystoreapks.com/category/libraries-demo

ClearOS Mobile Demo – Demonstrates ClearOS v6 API integration.

ClearOS Mobile Demo

Demonstrates ClearOS v6 API integration.

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ClearOS Mobile Demo for Android™ devices. The purpose of this application is to demonstrate how you can easily access the new ClearOS 6 API framework from other platforms using a simple REST-like protocol.

Download apk file for android: googleplaystoreapks.com/category/libraries-demo

Processing.js aRt tOOl – Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

Processing.js aRt tOOl

Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

Processing.js aRt tOOl screenshot 0Processing.js aRt tOOl screenshot 1Processing.js aRt tOOl screenshot 2

Just a demo to play with Processing on your smartphone.
An example for interactive generative art.
Slider 1 affects opacity, slider 2 thickness, slider 3 coloring.

Have fun!

See detail information: googleplaystoreapks.com/category/libraries-demo

OpenGL ES Examples – Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

OpenGL ES Examples

Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

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This application is a portfolio of examples, based on the lessons and tutorials over at Learn OpenGL ES to help teach you OpenGL ES and 3D graphics programming on Android. The lessons are mostly in OpenGL ES 2 so you will need support for that on your device.

The lessons can be followed at learnopengles.com.

The lessons:
————
Lesson Eight: An Intro to VBOs (Vertex Buffer Objects)
Lesson Seven: An Intro to VBOs (Vertex Buffer Objects)
Lesson Six: Texture Filtering Modes
Lesson Five: An Intro to Blending
Lesson Four: Basic Texturing
Lesson Three: Adding Per-Pixel Lighting
Lesson Two: An Intro to Lighting
Lesson One: Getting Started

See more information and download apk file for your android phone: googleplaystoreapks.com/category/libraries-demo

Watchtower Library Shortcut – Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

Watchtower Library Shortcut

Enjoy millions of the latest Android apps, games, music, movies, TV, books, magazines & more. Anytime, anywhere, across your devices.

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Just a plain shortcut to the Watchtower Online Library. No ads, no gimmicks!

It’s a disgrace that some make money off of stuff like this. Matt 10:8; Matt 21:12,13

This is not an official application of WATCH TOWER BIBLE AND TRACT SOCIETY OF PENNSYLVANIA, INC. It is simply a shortcut to wol.jw.org for easy addition to your desktop.

Download apk file: googleplaystoreapks.com