I did wonder about the OpenGL command buffer limit -- any way to
verify for sure that I am hitting it?

I would be surprised if that's the case, though -- it's not a real
complex scene, maybe 3000-4000 textured triangles.  But I'll admit to
being almost a complete novice where OpenGL is concerned...

The various meshes are all done with glDrawElements().  95% of this is
in the cow mesh -- same mesh drawn w/ different transforms, and
different textures bound each time.  The mesh itself uses ~54k of
memory for vertices + normals + tex coords.  How big is the OpenGL
buffer?  seems like it's got to be significantly larger than that.



On Oct 3, 1:29 pm, RichardC <[email protected]> wrote:
> If I remember correctly OpenGL internally has a limit to the number of
> items it can hold in it's display list.  When the list gets full it's
> starts drawing rather than dropping your items.  To achieve this it
> flips the buffers and draws the remaining items on the live screen.
>
> If I am remembering correcly this could explain what you are seeing.
>
> --
> Ruchard
>
> On Oct 3, 8:08 pm, Jeremy Slade <[email protected]> wrote:
>
> > I'm trying to clean up some rendering issues for a 3D game --
> > CowPotato (http://www.cyrket.com/package/
> > com.froogloid.android.cowpotato).  I could use some help on one issue.
>
> > Basically I'm seeing some flickering, like the next frame is getting
> > flushed before everything is drawn.  It is definitely the last few
> > items in my display list that seem to flicker -- if I reorder the
> > list, it's always the last part of the list that flickers.
>
> > I understand that the GLSurfaceView automatically provides double-
> > buffering -- it certainly appears to be the case looking at the
> > source.  So any suggestions as to why I might be seeing flicker?  I
> > put counters into the drawing methods to make sure that all the
> > objects are called each frame, they just don't show up on screen all
> > the time.
>
> > Any insight would be appreciated.
>
> > Jeremy
>
>
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