[android-developers] Re: Weird OpenGL performance in Nexus one

2010-05-07 Thread Patrick
I was looking in to finally getting around to trying out OpenGL to handle Sprites in a game I'm working on. I figured before I start I'd run Chris Pruett's SpriteMethodTest (http://tinyurl.com/2u5tbwj) to get some numbers and motivation to move to OpenGL from Canvas drawing. But on an N1, I'm

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-05-07 Thread Patrick
OK, increased the size and changed the png images used for the sprites to have transparent and semi-transparent areas and I get results that make more sense (but still don't show OpenGL winning?!?) 200 128x128pixel sprites w/ transparent areas Canvas: -- Frame: 46ms (21.73913 fps) OpenGL ES

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-05-07 Thread Robert Green
You are witnessing the fill-boundedness of that chip. Chris's testing was on a G1. It has very different performance characteristics. Canvas is software rendering using a special framebuffer blit which is lightning fast. GL is hardware rendering using a texel shader (even if you don't use it -

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Vladimir
You are right, being an OpenGL noob I only timed GL commands, the actual fps is around 40 On Apr 14, 1:24 am, Mario Zechner badlogicga...@gmail.com wrote: Hm, seems my post got swalled by the flying spagetthi monster. Here we go again. I wonder how you measure the time. Do you measure you

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Mario Zechner
That's still better than what i'd have excepted. Do you draw 4-5 full screen quads with alpha blending? Are they textured? Gotta try that myself sometime. 40fps wouldn't be that bad. On 14 Apr., 11:36, Vladimir vladimir.funti...@gmail.com wrote: You are right, being an OpenGL noob I only timed

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Robert Green
I get around 35 FPS on the N1 on my current 2D game in-dev. The thing about it, though, is that it's plenty of framerate. The game feels totally smooth at that rate and doesn't really experience significant drops (unless you count gmail sync), even when I throw 200 particles out into the scene.

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Charles Li
The test(not my code) just hold a Texture array ( one background and the others are spirits). Every frame render the background with fullscreen and move the spirit. The following codes in GLSpirit.java do the actually draw. public void draw(GL10 gl) {

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Robert Green
I did everything so far on OpenGL ES 1.0. Each of those effects is just a couple of graphics programming tricks. Individually they aren't special but together they make for a nice scene. On Apr 13, 9:38 pm, Charles Li smallli...@gmail.com wrote: The test(not my code) just hold a Texture array

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Robert Green
It's going to depend on more factors than number of sprites. GPUs are usually fill-bound and so the functions you use to filter and blend have a large impact on performance. What does your test do? Does it distribute small quads all over the screen like particle effects do? Are the quads

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Vladimir
Rokon got 60fps and my app just 55fps in average. I tried drawTexfOES for backgrounds in Rokon and got 200+ fps with 4 or 5 alpha-blended layers on Droid, around 100-120 on G1. I also used it in a 3D game I wrote from scratch and there was a noticeable performance boost compared to quads. Canvas

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Mario Zechner
I kind of doubt the performance figures you give. 4 to 5 full screen alpha blended layers on the droid will give you around 30 to 35 fps. I assume you only measure the time it takes to execute your OpenGL commands. The real deal is measuring the delta time between the last and the current frame.

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Mario Zechner
Hm, seems my post got swalled by the flying spagetthi monster. Here we go again. I wonder how you measure the time. Do you measure you frames like this? ... long startTime = System.nanoTime(); int frames = 0; public void onDrawFrame( ) { ... draw stuff ... if( System.nanoTime() -