I've heard the Samsung i7500 has a bug where it doesn't use the GPU.
Is that the phone you are using?

It is discussed here: http://www.javagaming.org/index.php/topic,20910.0.html

In short, if you call Log.v("", gl.glGetString(GL10.GL_RENDERER));

On the HTC phones, it says "Q3Dimension MSM7500 01.02.08 0 4.0.0",
while on the Samsung (and Android Emulator) it says "Android
PixelFlinger 1.0".


On Sep 23, 6:58 pm, LemonDev <[email protected]> wrote:
> i draw a cube with two sides textured(320*430 png) and let it rotate
> between the two sides, but it's sad to get a 16 FPS on emulator and 9
> FPS on the real phone. i don't known whether i have used the hardware
> acceleration on my phone.
>   so i tried many parameters in OpenGLES ,finally i found i can set a
> value in my CubeView(inherit from GLSurfaceView )'s constructor ,
>
>  public CubeView(Context context)
>  {
>    super(context);
>
>    this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE);  //
> here is the crucial line
>
>    mRender = new CubeRender(this);
>    this.setRenderer(mRender);
>  }
>
> setType with the value SURFACE_TYPE_HARDWARE  can improve the OpenGL
> rendering speed, and i get a rate of  14FPS on real phone, but has no
> effect on emulator( i guess emulator didn't use hardware to render)
>
> but the 14FPS also is  not  enough for me , 18 -- 20 may be
> acceptable . the qualcomm demo neocore can render  a complex arena on
> 25-27 FPS in my phone.
>
> so what's the problem with me, is there another ways to use the
> hardware acceleration in OpenGL ES .
>
> my phone has a cell of qualcomm MSM7201A with a hardware acceleration.
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