I do the "if anything updated" check in the game logic thread.  If
something is changed, I post the requestRender() to the renderer.  For
continuous-mode rendering, that shouldn't have any effect, as the
renderer will update regardless.

And as I explained in the original post, it is not the full scene that
flickers, only the last item(s) in the display list.

I appreciate all the random thoughts and suggestions, though!


Jeremy


On Oct 5, 2:25 pm, Robert Green <[email protected]> wrote:
> Jeremy,
>
> I just gotta ask.  Is there any possibility that through an
> optimization or any other way, there is a case where you're not
> clearing and not drawing sometimes when a frame is drawn?  I'm just
> imagining a piece of code that says, "Did anything change?  No?  Then
> just return."  That would causeflicker.
>
> On Oct 5, 3:17 pm, Jeremy Slade <[email protected]> wrote:
>
> > I'm trying to convert from using RENDERMODE_CONTINUOUSLY to
> > RENDERMODE_WHEN_DIRTY, to reduce overall system load -- the game view
> > is static a fair % of the time.  It hasn't been working reliably,
> > probably for the reasons you describe in that post.
>
> > My input handling is essentially the same as what you describe as an
> > input pipeline, except for the mutex object -- it makes sense to use a
> > more specific mutex rather than the whole game loop.  I will give that
> > a try -- I
>
> > However, I don't think that helps much to explain the flickering.  But
> > I'll reserve judgement until I have a chance to try it :)
>
> > Jeremy
>
> > On Oct 5, 1:10 pm, Robert Green <[email protected]> wrote:
>
> > > 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 theflicker.
>
> > > > 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 theOpenGLcommand 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 whereOpenGLis 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 theOpenGL
> > > > > > > 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 correctlyOpenGLinternally 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 toflicker-- 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 
> > > > > > > > > seeingflicker?  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
--~--~---------~--~----~------------~-------~--~----~
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
-~----------~----~----~----~------~----~------~--~---

Reply via email to