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    <p>Here is some code that actually works:</p> <pre><code> // untested function byte [] getNV21(int inputWidth, int inputHeight, Bitmap scaled) { int [] argb = new int[inputWidth * inputHeight]; scaled.getPixels(argb, 0, inputWidth, 0, 0, inputWidth, inputHeight); byte [] yuv = new byte[inputWidth*inputHeight*3/2]; encodeYUV420SP(yuv, argb, inputWidth, inputHeight); scaled.recycle(); return yuv; } void encodeYUV420SP(byte[] yuv420sp, int[] argb, int width, int height) { final int frameSize = width * height; int yIndex = 0; int uvIndex = frameSize; int a, R, G, B, Y, U, V; int index = 0; for (int j = 0; j &lt; height; j++) { for (int i = 0; i &lt; width; i++) { a = (argb[index] &amp; 0xff000000) &gt;&gt; 24; // a is not used obviously R = (argb[index] &amp; 0xff0000) &gt;&gt; 16; G = (argb[index] &amp; 0xff00) &gt;&gt; 8; B = (argb[index] &amp; 0xff) &gt;&gt; 0; // well known RGB to YUV algorithm Y = ( ( 66 * R + 129 * G + 25 * B + 128) &gt;&gt; 8) + 16; U = ( ( -38 * R - 74 * G + 112 * B + 128) &gt;&gt; 8) + 128; V = ( ( 112 * R - 94 * G - 18 * B + 128) &gt;&gt; 8) + 128; // NV21 has a plane of Y and interleaved planes of VU each sampled by a factor of 2 // meaning for every 4 Y pixels there are 1 V and 1 U. Note the sampling is every other // pixel AND every other scanline. yuv420sp[yIndex++] = (byte) ((Y &lt; 0) ? 0 : ((Y &gt; 255) ? 255 : Y)); if (j % 2 == 0 &amp;&amp; index % 2 == 0) { yuv420sp[uvIndex++] = (byte)((V&lt;0) ? 0 : ((V &gt; 255) ? 255 : V)); yuv420sp[uvIndex++] = (byte)((U&lt;0) ? 0 : ((U &gt; 255) ? 255 : U)); } index ++; } } } </code></pre>
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