Hi Robert,

Even I have a similar issue. The glTexSubImage2D API was taking long
time and sometime it was blocking ( in loadTexture() function ). So we
are creating a pixmap and then creatin a EGL Image of using
eglCreateImageKHR API and then calling glEGLImageTargetTexture2DOES
API .  I've also replaced the glTexImage2D API with this image
creation and creating texture from the image.

Though I'm able to see home screen, I see flickering effects when i
move from one window to other. and this also repeats in some
application like lunar lander.

Please let me know if creating EGLImage and creating texture everytime
the loadTexture function is causing these flickering effects.
Also if i induce a sleep for some 30ms before flipping, flickering
reduces.

Please help regarding this issue.


Thanks,
Manjunath

On Apr 18, 2:18 pm, Robert Green <rbgrn....@gmail.com> wrote:
> Eong,
>
> All Mario and I are trying to say is that the thing you are trying to
> do (upload textures every frame) is generally not considered a good
> practice and workarounds usually exist that are more efficient,
> especially if you can target higher levels of opengl or use extensions
> like framebufferobjects.  If you would be willing to tell us something
> a little bit more specific about what you're doing that requires a
> texture update every frame, we could potentially offer some more
> efficient ways of doing it.
>
> On Apr 18, 2:44 am, Eong <eong.c...@gmail.com> wrote:
>
>
>
> > Thanks, Mario.
> > I think it's somewrong with the driver or the chip. It's not just a
> > bandwidth problem. If it's really a bandwidth problem, it only has 1/7
> > bandwidth of milestone? (150ms compare to 20ms with a full screen
> > tex).That's very funny.
>
> > I'm working on some libs, which will be used for our tools and games.
> > When a full screen update only takes 20+ms, it's usable in some
> > conditions as it already gets at least 40fps.
>
> > On 4月17日, 下午6时22分, Mario Zechner <badlogicga...@gmail.com> wrote:
>
> > > It seems that the msm chips are notorious for having a low bandwidth.
> > > There's really no solution to that problem other than
>
> > > 1) lowering your texture size
> > > 2) lowering the bit depth of the texture, e.g. instead of using
> > > RGBA8888 use RGBA444 or RGB565
> > > 2) uploading your texture in patches, e.g. split it up into 4 smaller
> > > parts and upload one part each frame. This will probably lead to
> > >artifactsif your frame rate is low but could work otherwise.
>
> > > Just out of curiousity: why do you have to upload such a big texture
> > > each frame? If you'd state your scenario in detail we might be able to
> > > suggest other solutions to the problem.
>
> > > On 17 Apr., 12:10, Eong <eong.c...@gmail.com> wrote:
>
> > > > Robert,
> > > >    Sorry, it's not text, it's tex. I just use this to draw the
> > > > background.
> > > >    I just want to know why nexus one is so slow with this. It takes
> > > > 20ms on my milestone but it takes at least 80ms on the nexus one, for
> > > > one frame.
>
> > > > On 4月17日, 上午2时08分, Robert Green <rbgrn....@gmail.com> wrote:
>
> > > > > Eong,
>
> > > > > You said you are uploading every frame just to draw text?  There are
> > > > > much more efficient ways to do that.
>
> > > > > On Apr 16, 11:14 am, Eong <eong.c...@gmail.com> wrote:
>
> > > > > > I'm afraid it's not a same problem.
> > > > > > My problem only happenes on Snapdragon phones.
> > > > > > It's fine on Milestone or Droid. I found a few threads about this 
> > > > > > but
> > > > > > no solution.
>
> > > > > > On 4月16日, 下午9时15分, Felipe Silveira <webfel...@gmail.com> wrote:
>
> > > > > > > Just a guess: It can be the same error reported 
> > > > > > > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > > > > > > Take a look...
>
> > > > > > > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > > > > > > On Fri, Apr 16, 2010 at 8:40 AM, Eong <eong.c...@gmail.com> wrote:
> > > > > > > > Hi,
> > > > > > > > We are developing 2D games. And we found our game works fine 
> > > > > > > > except
> > > > > > > > the snapdragon chips, like Nexus one and Liquid A1. It even 
> > > > > > > > runs fine
> > > > > > > > on G1.
>
> > > > > > > > We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D 
> > > > > > > > to
> > > > > > > > put on the text and then draw.
> > > > > > > > TheglTexImage2Dclass take more than 100ms on Nexus one 
> > > > > > > > (1024x512 pix
> > > > > > > > tex). It's very strange, G1 is even faster than this.
> > > > > > > > If anyone know something about this?
>
> > > > > > > > ---------------------Code
> > > > > > > > snip-----------------------------------------------
> > > > > > > >                                        
> > > > > > > > gl.glClear(GL10.GL_COLOR_BUFFER_BIT
> > > > > > > > | GL10.GL_DEPTH_BUFFER_BIT);
>
> > > > > > > >  gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
> > > > > > > > m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
>
> > > > > > > >                                        
> > > > > > > > ((GL11Ext)gl).glDrawTexiOES(0, 0, 0,
> > > > > > > > m_width, m_height);
>
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> > > > > > > Engenharia da Computação
> > > > > > > Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
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