Droid has dedicated video ram I believe. Not sure about other devices. I
would guess the Nexus One does as well.

On Sun, Jan 31, 2010 at 9:54 AM, Federico Carnales
<[email protected]>wrote:

> Hi Robert,
>
> I'm using GLSurfaceView. I checked GL_DEPTH_BITS and indeed I have a
> 24 bit depth buffer.
>
> Since you have a Droid, could you do me a favor? Could you make a
> simple app with nothing but a GLSurfaceView, load a 1024x1024 texture
> (I'm actually using 512x1024, but 1024x1024 should show the problem
> better) and display it in a full screen quad? If you can get 60fps
> then there's something definitely wrong with my code.
>
> It seems to me that there's a bottleneck somewhere when using
> textures, because if I use a small texture and put it in a full screen
> quad, I get 60fps no problem. It's when I use a larger texture that
> the framerate starts dropping.
>
> Does the Droid/Milestone have dedicated video RAM? Or is it shared
> system RAM? If it's shared, could the bottleneck be in transferring
> the big texture to the GPU on every frame?
>
>
>
> Thank you,
>
> Federico
>
>
>
> On Jan 31, 2:09 pm, Robert Green <[email protected]> wrote:
> > Federico - are you using GLSurfaceView or did you init EGL yourself?
> > If you initialized it yourself, did you check to make sure the config
> > gave you 24 bits of depth and not 16?  That would be one thing to
> > cause the slowdown.
> >
> > I usually get 40FPS on a Droid full-screen (not with a big quad but
> > with a 3D scene) so something is certainly up with your code.
> >
> > On Jan 31, 10:58 am, Lance Nanek <[email protected]> wrote:
> >
> >
> >
> > > I don't have a Droid to test on, but if you haven't tried it already,
> > > it might be worth dropping the various texture settings down to their
> > > fastest/lowest quality and enabling mipmaps to check if that's where
> > > the problem is. Something like this:
> >
> > > gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
> >
> > > if ( gl instanceof GL11 ) {
> > >         gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP,
> > > GL11.GL_TRUE);}
> >
> > > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
> > > GL10.GL_NEAREST);
> > > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
> > > GL10.GL_NEAREST);
> >
> > > Some of the past threads have also stated that depth size 24 is faster
> > > than anything else on the Droid for some reason. So make sure you end
> > > up with that config.
> >
> > > On Jan 30, 11:58 pm, Federico Carnales <[email protected]> wrote:
> >
> > > > Hi all,
> >
> > > > So I'm doing some simple 2D stuff with OpenGL on Android and found
> the
> > > > performance to be very, very poor.
> >
> > > > To give you an example, I made an app with a full screen
> > > > GLSurfaceView. I loaded a 512x1024 texture (containing a 480x854
> > > > image), set up an orthogonal 2D matrix, and set it to draw a 480x854
> > > > pixel quad with that texture, using vertex and texture arrays.
> > > > Lighting, dither, blending, etc. is disabled.
> >
> > > > I would expect this to run at 60fps without problem, but that simple
> > > > operation already drags the frame drawing time to 19ms/frame.
> >
> > > > If I add some more small textured quads around the screen, the
> drawing
> > > > time goes up to 22/24ms. If I enable blending it balloons to 28/30ms.
> >
> > > > This is testing on a Motorola Milestone, running 2.0.1.
> >
> > > > Is this normal? Am I doing something wrong or is it just a common
> > > > problem in Android?
> >
> > > > Any advice on how to attain 60fps drawing simple textured quads in 2D
> > > > using OpenGL?
> >
> > > > Thanks in advance!
> >
> > > > Regards,
> > > > Federico
>
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