Summary
In this chapter you got an introduction to the world of Android camera access and how to display camera images in the JME 3D rendering engine. You learned about various camera parameters and the compromises you have made (for example, between image size and frames per second) to get an efficient camera access. We also introduced the simplest way of displaying a camera view in an Android activity, but also explained why you need to go beyond this simple example to integrate the camera view and 3D graphics in a single application. Finally, we helped you through the implementation of a JME application, which renders the camera background. The knowledge you gained in this chapter is the beneficial basis to overlay the first 3D objects on the camera view—a topic we will discuss in the next chapter.