Are you using TextureView? Do you see the same issue with a GLSurfaceView?
You could also try
using http://developer.android.com/tools/debugging/systrace.html to see if
anything strange is going on in the system when you drop frames.
OpenGL-wise it looks pretty simple.
Tobias
Den tisdagen den
Thanks for the response, Doug, but we're talking about two different
things. I'm not referring to the errors that show up the log tagged
Choreographer when the frame warning limit is triggered on the main thread.
I'm talking about actually using the Choreographer API to render OpenGL
content
Bear in mind that anything could be causing main thread delays. It could
be your code. It could be other threads in your app's process. It could
be other apps running on the device. It could be Android itself. It could
be any combination of these things. This is to be expected with
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