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Android APIs
Since: API Level 14

Provides classes that allow you to apply a variety of visual effects to images and videos. For example, you can easily fix red-eye, convert an image to grayscale, adjust brightness, adjust saturation, rotate an image, apply a fisheye effect, and much more. The system performs all effects processing on the GPU to obtain maximum performance.

For maximum performance, effects are applied directly to OpenGL textures, so your application must have a valid OpenGL context before it can use the effects APIs. The textures to which you apply effects may be from bitmaps, videos or even the camera. However, there are certain restrictions that textures must meet:

  1. They must be bound to a GL_TEXTURE_2D texture image
  2. They must contain at least one mipmap level

An Effect object defines a single media effect that you can apply to an image frame. The basic workflow to create an Effect is:

  1. Call EffectContext.createWithCurrentGlContext() from your OpenGL ES 2.0 context.
  2. Use the returned EffectContext to call EffectContext.getFactory(), which returns an instance of EffectFactory.
  3. Call createEffect(), passing it an effect name from @link}, such as EFFECT_FISHEYE or EFFECT_VIGNETTE.

You can adjust an effect’s parameters by calling setParameter() and passing a parameter name and parameter value. Each type of effect accepts different parameters, which are documented with the effect name. For example, EFFECT_FISHEYE has one parameter for the scale of the distortion.

To apply an effect on a texture, call apply() on the Effect and pass in the input texture, its width and height, and the output texture. The input texture must be bound to a GL_TEXTURE_2D texture image (usually done by calling the glTexImage2D() function). You may provide multiple mipmap levels. If the output texture has not been bound to a texture image, it will be automatically bound by the effect as a GL_TEXTURE_2D and with one mipmap level (0), which will have the same size as the input.

Note: All effects listed in EffectFactory are guaranteed to be supported. However, some additional effects available from external libraries are not supported by all devices, so you must first check if the desired effect from the external library is supported by calling isEffectSupported().


EffectUpdateListener Some effects may issue callbacks to inform the host of changes to the effect state. 



Effects are high-performance transformations that can be applied to image frames. 


An EffectContext keeps all necessary state information to run Effects within a Open GL ES 2.0 context. 


The EffectFactory class defines the list of available Effects, and provides functionality to inspect and instantiate them.