@Ralf
that is very strange behaviour i wouldn't expect from a Nexus One. I
have to admit that i only own a Droid so i can't confirm it for the
N1. Would you mind putting an apk with your test application up
somewhere, for example at http://www.file-pasta.com, and add log cat
output so we can observe the behaviour of your app on our devices?
Additionally, if it's not to much of a hazzle you could also share the
source code so we can have a look at it.

On 27 Jan., 12:42, Ralf Schneider <li...@gestaltgeber.com> wrote:
> I definitely have this problem on the Nexus One.
>
> My OpenGL performance test (using JNI/NDK pumped by java GLSurfaceView) is
> drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen -
> with blending.
> And I get very constant 60 FPS. As soon as I touch the screen: Frame rate
> drops to 43 FPS until i release the finger, than it gets back to 60 FPS.
>
> I think the garbage collection is the remaining reason for the slow down on
> Android > 2.0.
>
> The problem is less visible in a more complex scene where the initial frame
> rate is around 35 FPS. Touching the screen in this case does not change the
> frame rate significantly.
>
> 2010/1/27 Robert Green <rbgrn....@gmail.com>
>
> > @MrChaz
> > From my tests on 1.5 and 1.6, Thread.sleep() does not even come close
> > to adequately fixing the problem.  I have tried ranges from 16-1000
> > and touch'n'hold still causes my game to drop from 30FPS down to 15FPS
> > or lower on the G1.  *The game suffers no such problems on the Droid
> > and Nexus One*.  I've also taken out everything but the call to sleep

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