If the snapdragon chip follows suit with the MSM7200, GL Lights will cause the CPU to be involved in calculations, which is why you'll see a big performance hit.
Check out all of these brew whitepapers from Qualcomm. They talk about lots of that stuff: http://www.brewconference.com/brew_2004/pdf/david_ligon_qualcomm_optimizing_games.pdf http://www.brewconference.com/brew_2006/pdf/progpc21_dorbie_3dgraphics.pdf http://brew.qualcomm.com/brew_bnry/pdf/brew_2007/Tech-303_Ligon.pdf http://www.brewconference.com/brew_2008/pdf/TECH-606.pdf On Feb 14, 8:17 pm, Carlo <[email protected]> wrote: > Thanks for your feedback :) > > Do you push optimized triangle list indexed, triangle list or strip in > your scene ? > > well, from our experience here, If you have a common setting that you > do not change we do not see this problem, let's say you have 1 light > set and keep it this way, however if you have a scene with multiple > texture, 2 or 4 point lights that you turn ON/ OFF independently, > color material, enable disabling LIGHTING between rendering batch of > geometry then we start to see some very strange hang which i do not > explain since the exact same opengl code works perfectly on the droid/ > milestone (smooth as butter). > For the Normals, just FLOAT is working and so we will use FLOAT but > still that's broken as we should be able to have support for BYTE for > normals too. > As for the performances, 300 000/s (while ok) are far away from the > 22millions/sec (roughly 1.5%) listed on the qualcomm spec for the > snadragon : > > http://www.qualcomm.com/products_services/chipsets/snapdragon.html > > (wonder where they took this number out of) > > Performances drop very sharply if you turn on more than 1 light > (specially if point light), there is no such of performances drop on > the SGX PowerVR which still maintains high performances from what we > can tell ;) > > We are still experimenting too see how we will "workaround" this > trouble that we are facing.... > > On Feb 14, 6:18 pm, Ralf Schneider <[email protected]> wrote: > > > > > Hello Carlo, > > > Im using the NDK, but I don't think this makes a difference > > > 1) glNormalPointer(GL_BYTE, x , y); does no work, there no> > > lighting > > > done on any model using normals stored using byte, the same code is > > > working properly on a motorola droid/milestone. > > > GL_FLOAT seems to work. > > > > 2) Changine Lighting states are very slow and freeze the display > > > frame for 1 sec on the Nexus 1, we are using dynamic light ON/OFF and > > > i am under the impression that is because of the emulation of the > > > opengl 1.x pipeline under a 2.0 pipeline -> some hidden upload of > > > shaders of some sort in the drivers, but this is to a point that there > > > is no way to use realtime lighting on our game for the nexus 1 so > > > somebody has to look into this issue. > > > I do not experience this kind of slow down on the Nexus One. > > Enabling/Disabling GL_LIGHTNING while rendering a frame works fine for me. > > > May be the problem is specific to some settings? So for the record I'm using > > this: > > > Display:setEGLConfigChooser(5, 6, 5, 8, 16, 0) > > Datatypes: GL_FLOAT for everything > > TextureMaps: 8-8-8-(8) > > Vertex Colors: None > > VBOs: None > > Lights: 1 > > Fog: Linear > > Average Scene: After basic frustum culling 10000 Triangles per frame are > > sent to OpenGL > > Other: glShadeModel(GL_SMOOTH); > > glEnable(GL_CULL_FACE); > > glEnable(GL_DEPTH_TEST); > > glDepthFunc(GL_LEQUAL); > > glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); > > glFogf(GL_FOG_MODE, GL_LINEAR ); > > glHint(GL_FOG_HINT, GL_NICEST); > > > ... I know these settings cry for optimizations, but currently I'm mainly > > experimenting with some basic stuff. > > I'm still amazed by the performance. It seems you can easily push 300000 > > lighted tris/sec. After some optimizations probably even more. > > > Regards, > > Ralf -- 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

