Any of those help Finally, figured out how to make it work. Somehow its working for me. The 3D Rubik cube is running fine all over the place :) . OK.. Lets get to the point... Most of the changes I made is in "Kube.java" file. The Original Kube class used to extend activity. Now it actually extends service. Now it is KubeService. For this we need to provide body for two functions onBind() and onDistroy().
public IBinder onBind(Intent intent)
public void onDestroy()
if (mView != null)
mView = null;
Log.v(TAG, "service stopped.");
public void onCreate()
GLWorld myGLWorld = makeGLWorld();
mView = new GLSurfaceView(this);
mRenderer = new KubeRenderer(myGLWorld, this);
mView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
mView.getHolder().setFormat(PixelFormat.TRANSLUCENT); //many alpha bits
//mView.getHolder().setFormat(PixelFormat.TRANSPARENT); // at least 1 alpha bit
WindowManager localWM = (WindowManager)getBaseContext().getSystemService("window");
WindowManager.LayoutParams localLP = new WindowManager.LayoutParams(
Log.v(TAG, "service started.");
it should still fix some issue Due to its optimization for speed, this algorithm is not well suited to be adapted for a varying radius. You can still use it if you take a different approach: The principle is that you create multiple temporary maps each with an increasing (uniform) blur radius and then blend two of them together based on how big the radius at that point should be. Let's say you prepare 3 temp maps, one with radius 4, one with 8 and one with 16. Now you want a blur radius of 12 at one pixel. What you do is you blend map 2 and 3 with about 50%. The more temp maps you use the better the quality, but 3 (plus the original unblurred map) are usually sufficient.
I hope this helps you . If the text is part of a Bitmap it will be blurred for sure when you apply ScriptIntrinsicBlur to that Bitmap, since the Gaussfilter applied to the Bitmap is just an smoothed averaging of pixel values, irrespective of the content. Therefore I assume that the text you want to blur is not part of the Bitmap you pass to ScriptIntrinsicBlur, but remains in some other Layout element.
Blur and un-Blur selected portion of image on finger touch in Android
Hope this helps Edit: this is a known chrome 65 bug which is marked to be fixed in chrome 67. Edit 2: Confirmed to be fixed on Chrome 67. You will need to update "Android System WebView" on Android devices to get the fix.