You have to do the floating point -> fixed point conversion yourself, then pass the fixed-point values to opengl. Something like:
IntBuffer vertexBuffer = ....; loadVertexData(vertexBuffer); gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer); On Oct 13, 9:57 am, Doodler <pedrojru...@gmail.com> wrote: > Hello, > > This is my first post in Google Groups. > > I've started developing an OpenGL ES app and I would like to get the > best possible performace (as everybody, I guess). > > As far as I know, HTC Magic (myTouch, G2) doesn't have floating point > unit, so I think every calculation is done internally with fixed point > math. That beign the case, altough I fed OpenGL with floating point > vertex positions and normals, there would not be any permormace > penalty since it would be using integer math instead of floating point > emulation. > > The only penalty I can think of is that of the conversion from > floating to fixed point. Am I right? > > Thanks in advance. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---