Take a look at this thread: http://groups.google.com/group/android-developers/browse_thread/thread/67b902d80713dc66/d240e83fb982d599
First, it gives some baseline FPS results from the APIDemos which you can use for comparison. Second, it mentions some specific issues (and a solution) which may be applicable to you. String On Sep 24, 5:09 am, LemonDev <[email protected]> wrote: > i have download your demo, and run at approximate 14FPS. > > as methioned in you posts > at(http://www.javagaming.org/index.php/topic,20910.0.html > ) , there is someone run you demo on Hero at 60 FPS ? > > maybe i should borrow the phone and verify the result, if it is real , > i have to contact HuaWei. > > On 9月24日, 上午11时00分, CraigsRace <[email protected]> wrote: > > > > > It sounds like the HuaWei has the same problem as the Samsung, > > however, I am no hardware expert. You'd need to contact HuaWei and > > ask them why it returns the Android PixelFlinger instead of the GPU > > when requesting the GL Renderer. Or maybe someone from Google has > > some insite into this? > > > On Sep 24, 12:15 pm, LemonDev <[email protected]> wrote: > > > > no, not samsung, but a device from T-Mobile manufactured by HuaWei . > > > > Log.v("", gl.glGetString(GL10.GL_RENDERER)); > > > i get "Android PixelFlinger 1.0" which is the same as emulator and > > > also same as > > > your samsung i7500 . that is the problem. > > > > this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE); > > > this call does a help to render faster a bit . from 10 to 14 FPS . > > > > On 9月23日, 下午5时32分, CraigsRace <[email protected]> wrote: > > > > > 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.- Hide quoted text - > > > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

