I just read your post. Looks like I hit the same problem about 6 months ago.
I even managed to create a mostly-reproducible test case so that I could
file an issue:
http://code.google.com/p/android/issues/detail?id=1956

(I can only think that it's some sort of fairness issue with monitors)

<http://code.google.com/p/android/issues/detail?id=1956>My solution was in
the same spirit, but actually uses a simple synchronization-free circular
event buffer that instead uses volatiles to guarantee correct execution.

Tom.

2009/10/5 Robert Green <[email protected]>

>
> I just thought of something.  You said your logic thread sleeps?  Are
> you using RENDERMODE_CONTINUOUSLY?
>
> Here's a shot in the dark.  I feel like your renderer isn't clearing
> the color buffer and isn't drawing anything, and that maybe happens
> when there's a certain state of the logic thread somehow.  Drawing a
> frame without clearing the color buffer and without drawing anything
> will make for some wild flickering but the image will still be there,
> just flickery.  I noticed that when I was messing with skyboxes and
> had my clear command off.
>
> By the way, I don't recommend handling input the way you are.  I
> switched all my games to use input pipelines and they have saved me a
> load of trouble.  I get super fast response and don't have to
> synchronize with a common thread mutex, which I have always had issues
> with it not giving up the lock to another thread.  I wrote an article
> just now that you can take a look at if you're interested in switching
> - http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game
>
>
> On Oct 5, 9:27 am, Jeremy Slade <[email protected]> wrote:
> > I'm definitely not getting anywhere close to that limit
> > (GL_MAX_ELEMENTS_VERTICES).
> >
> > I'm pretty close to a root cause for at least a large percentage of
> > the flickering events... It has something to do with my thread
> > synchronization, but it's not obvious to me how it causes the flicker.
> >
> > I have three threads:
> > * main / UI thread
> > * logic thread
> > * rendering thread (created by GLSurfaceView)
> >
> > The majority of the flickering happens when I do something to generate
> > UI events (touch the screen, move the trackball, etc).  I end up
> > passing a message to the logic thread, which may be sleeping:
> >
> >     public void queueGameEvent(GameEvent ev) {
> >         synchronized(mGameLoop) {
> >             if ( first_event != null ) first_event.next_event = ev;
> >             else first_event = ev;
> >             ev.next_event = null;
> >             //mGameLoop.notifyAll(); // wake sleeping threads
> >         }
> >     }
> >
> > When I have the notfyAll() call enabled, it flickers badly.  Without
> > it, I rarely see flickers (still some, though).  That method is called
> > from the UI thread, and should result in waking up the logic thread.
> > Any ideas on how / why that affects the rendering?
> >
> > Thanks,
> > Jeremy
> >
> > On Oct 4, 6:05 pm, Robert Green <[email protected]> wrote:
> >
> > > The G1 reports 65536 for that parameter.
> >
> > > On Oct 4, 7:06 am, RichardC <[email protected]> wrote:
> >
> > > > You could try
> >
> > > > glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
> >
> > > > Have not tried this myself but found it in
> >
> > > >http://gpwiki.org/forums/viewtopic.php?t=8839
> >
> > > > On Oct 4, 7:36 am, Jeremy Slade <[email protected]> wrote:
> >
> > > > > 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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