How does your onTouch method look like? Are you synchronizing on som
object instance?

On 27 Jan., 16:28, Ralf Schneider <li...@gestaltgeber.com> wrote:
> 2010/1/27 Mario Zechner <badlogicga...@gmail.com>
>
> > @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 athttp://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.
>
> Sorry, unfortunately I can not upload a test app at this point.
>
> I just checked it again:
>
>    - The 60 FPS I reported for 3 textured full screen quads was to high. It
>    is more around 40 FPS (if not touching the screen).
>    It goes down to 35 FPS as long as I touch the screen.
>    - The 60 FPS I reported was from a simple colored triangle. During
>    touching the screen it is ca. 48 FPS.
>
> Sorry, for the wrong numbers in my previous post.
>
> There is a very simple test you can perform by yourself:
>
>    - On every frame [*public void onDrawFrame(GL10 gl) *] just do a glClear
>    like:
>    *gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);*
>    - Measure FPS
>    - Touch the screen
>    - Measure FPS
>
> This simple test on the N1 shows a frame rate drop while touching the
> screen:
>
> 01-27 16:01:20.920: DEBUG/GGTest(21690): FPS: 60.92
> 01-27 16:01:21.920: DEBUG/GGTest(21690): FPS: 60.73
> 01-27 16:01:22.921: DEBUG/GGTest(21690): FPS: 60.83
> 01-27 16:01:23.930: DEBUG/GGTest(21690): FPS: 60.65
> 01-27 16:01:24.951: DEBUG/GGTest(21690): FPS: 43.25 # Touch Screen
> 01-27 16:01:25.960: DEBUG/GGTest(21690): FPS: 48.48
> 01-27 16:01:26.960: DEBUG/GGTest(21690): FPS: 53.60
> 01-27 16:01:27.980: DEBUG/GGTest(21690): FPS: 49.22
> 01-27 16:01:28.980: DEBUG/GGTest(21690): FPS: 46.83
> 01-27 16:01:29.991: DEBUG/GGTest(21690): FPS: 44.65
> 01-27 16:01:30.991: DEBUG/GGTest(21690): FPS: 52.82
> 01-27 16:01:32.000: DEBUG/GGTest(21690): FPS: 60.89 # Release Finger
> 01-27 16:01:33.000: DEBUG/GGTest(21690): FPS: 60.64
> 01-27 16:01:34.010: DEBUG/GGTest(21690): FPS: 60.71
> 01-27 16:01:35.011: DEBUG/GGTest(21690): FPS: 60.70
> 01-27 16:01:36.020: DEBUG/GGTest(21690): FPS: 60.73
>
> ..Btw: I tried a:
>
>         event.recycle();
>         try {
>             Thread.sleep(18);
>         } catch (InterruptedException e) {
>         }
>
> ... this helps nothing on the N1. So, (in this case) the problem might not
> be a garbage collection issue. May be the the whole input flow is just to
> bloated with to many abstraction layers.

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