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fadden avatar fadden commented on May 5, 2024

For drawing on screen, CameraCaptureActivity sets up a GLES program with a filter and renders with it. For recording to video, a separate (but shared) EGL context is used. You'd need to modify TextureViewEncoder to set up and use a filter. An easy way to do that would be to clone CameraCaptureActivity#updateFilter() into TextureViewEncoder, which also uses a FullFrameRect for rendering.

Another approach would be to structure the code more like ContinuousCaptureActivity, which uses a single EGL context for rendering to the screen and to the video output file. CameraCaptureActivity uses separate EGL contexts because there's no real choice with GLSurfaceView.

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