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. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

