Leigh,
You could just use local variables to hold the temporaries, declared as
a primitive type (float).
-- Kostya
25.09.2010 3:22, Romain Guy пишет:
On 9/24/2010 6:32 PM, Romain Guy wrote:
rotateM() just does the following:
float[] r = new float[16];
Are you meticulous in removing all per-frame heap allocations from
your game? (At least the allocations that you can control and that
have practical alternatives.)
While trying to reduce per-frame heap allocations from my running
game, I found that method
android.opengl.Matrix
rotateM() just does the following:
float[] r = new float[16];
setRotateM(r, 0, a, x, y, z);
multiplyMM(rm, rmOffset, m, mOffset, r, 0);
You can create your own rotateM() method and use your own float[16] do
not allocate every time.
On Fri, Sep 24, 2010 at 3:30 PM, A
I would have thought this stuff would be in native code. Having an
allocation in a matrix operation is basically unacceptable.
On 9/24/2010 6:32 PM, Romain Guy wrote:
rotateM() just does the following:
float[] r = new float[16];
setRotateM(r, 0, a, x, y, z);
You are correct, at least with the current GC.
On Fri, Sep 24, 2010 at 3:44 PM, Leigh McRae
leigh.mc...@lonedwarfgames.com wrote:
I would have thought this stuff would be in native code. Having an
allocation in a matrix operation is basically unacceptable.
On 9/24/2010 6:32 PM, Romain Guy
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