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! -- 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

