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.
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