The easiest way to achieve a smooth rotation is to multiply the
rotation amount by the time difference between the current frame and
the last frame - that way the amount moved is constant over time.

On Feb 1, 5:18 pm, "[email protected]"
<[email protected]> wrote:
> Hello Android OpenGL/real-time gurus,
>
> I am drawing a pretty simple scene, with one large texture the about
> size of the screen (two triangles). I notice that the frame-rate is
> irregular: in most of cases, a frame finishes in 17 ms. However, in
> about 1 of 10 times, the frame finishes in 33ms.
>
> My guess is probably some background services need to run. However,
> the Linux scheduler is biased towards my FG app, so the BG services
> are usually starved, until they can't take it anymore and they grab
> the CPU from my app ....
>
> I am seeing stuttering in the animation. Is this due to the irregular
> frame rate? Should I delay each frame so that all frames are rendered
> with 33ms frame time? If so, what's the best technique of achieving
> this?
>
> Is there an API that I can call to guarantee CPU resources for the
> render thread .... I really hope Android runs on some sort of real
> time kernel ...
>
> Thanks!

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