I am using SurfaceTexture to draw camera preview through opengl after applying blending but new camera preview frames overwrite my previous frames although i am not clearing my color buffer. I want my previous blended frames to be overlayed over camera preview, What to do?
Currently inside OnDraw() of SurfaceTexture.Renderer:
- draw camera preview texture1
- enable blending
- draw blended preview texture1 over live preview
- disable blending
I think Step 1 overwrites previously rendered texture, I am not able to use two textures… suggestions?