Thanks Robert! These are good news.
Since you are testing on a Droid. Can you confirm a 24 bit depth buffer is best for the DROID under all circumstances or is this quote nonsens: """ It seems that DEPTH_SIZE of 24 is optimum on the Droid. I was kind thrown back a bit when I picked an EGLConfig with DEPTH_SIZE of 0 or another value (16, etc.) and rendering of a simple cube was at 40FPS. With an EGLConfig that has a DEPTH_SIZE of 24 the cube was rendering at 60FPS. """ It would be good news if a 0 bit depth buffer is not slower than a 24 bit depth buffer on the Droid... ... and I can simply forget all the hassle with the Droid! Besides this: I have started doing my own benchmarking. The biggest issue I have is: If I touch the screen (on the Nexus one) frame rate goes down from 60 FPS to ca. 43 FPS. The problem is: I have to use the touch screen as an input device! So I can completly forget smooth games running with constant 60FPS! Well, the good news is: Because I can never reach 60FPS on an Android OS as long as the user touches the screen, I can use more expensive computations for the graphics. Users will never now what they miss, basically all games using the touch sreen will run below 45 FPS. It's sad, anyway. Regards, Ralf This2010/1/26 Robert Green <[email protected]> > Ralf, > > I am sure. I test on the Droid all the time. I use GLSurfaceView and > here is some evidence from my logging: > > I/WorldRenderer(14187): EGL_DEPTH_SIZE = 24 > I/WorldRenderer(14187): EGL_BUFFER_SIZE = 16 > I/WorldRenderer(14187): EGL_RED_SIZE = 5 > I/WorldRenderer(14187): EGL_BLUE_SIZE = 5 > I/WorldRenderer(14187): EGL_GREEN_SIZE = 6 > I/WorldRenderer(14187): EGL_ALPHA_SIZE = 0 > D/WorldRenderer(14187): OpenGL Surface Changed to (854x480) > D/CameraMan(14187): Aspect Ratio = 1.7791667 > > On Jan 26, 1:48 pm, Ralf Schneider <[email protected]> wrote: > > Are you sure? > > > > At: > http://android-developers.blogspot.com/2009/04/introducing-glsurfacev... > > there is the "Trackback": "Droid can't" at the end of the page, pointing > to: > > > > http://freeopenidea.blogspot.com/2009/11/droidcant.html > > > > so it seems the EGL configChooser supplied with the SDK is no so good: > > > > http://gitorious.org/0xdroid/frameworks_base/blobs/93f411386a570082f2... > > > > ... it does not check for: "EGL10.EGL_NONE" which means it might return a > > config with an " EGL10.EGL_CONFIG_CAVEAT". > > > > 2010/1/26 Robert Green <[email protected]> > > > > > > > > > Ralf, > > > > > That is an issue if you init EGL yourself but if you use GLSurfaceView > > > it does get the correct value for the Droid. > > -- > 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]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- 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

