I'd test it on my Droid but my graphics guy has it right now.  I can
try it out in a week or two when I get it back from him.

I think you may be video memory bound in some form.  It sounds like
it's sheer bytes slowing you down.  Can you load the texture as
RGB_565 mipmapped - nearest and give me a number?  What about using
glDrawTexiOES?  I didn't realize you were trying to draw a 32 bit full
screen image.  I pretty much only draw 16 bit bitmaps when I can
unless it's an effect or control and I need the alpha for that.

On Jan 31, 12:52 pm, Federico Carnales <[email protected]> wrote:
> I've created a small sample class to show the problem:
>
> http://fedecarnales.googlepages.com/TextureTest.java
>
> It simply creates a full screen GLSurfaceView, sets up an orthogonal
> 2D matrix, creates a 1024x1024 texture from the default icon file, and
> displays it as a 480x854 quad on screen. The time-per-frame is
> measured by counting the time it takes to render 100 frames, then
> dividing it by 100 and writing it to the Logcat.
>
> On my Motorola Milestone, it's taking 34ms per frame, which is
> outrageous. If I enable mipmapping it goes down to 20ms per frame,
> which seems to indicate that the problem is directly related to the
> texture size or dimensions.
>
> What's interesting is that if you convert the bitmap to ARGB_4444
> before loading it as a texture, the rendering time goes down from 34ms
> to 24ms, which to me seems to show that it's a problem related to the
> size of the texture in bytes rather than the dimensions (although the
> dimensions will obviously change the byte size).
>
> Regards,
>
> 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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