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 -- 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

