>most sprites are rendered via the draw_texture extension For very large numbers of sprites I've found that the standard draw arrays/elements methods are much faster than the draw_texture extension in cases where you can arrange to draw multiple sprites per draw call. That's impossible with the draw_texture extension.
On Apr 7, 11:52 am, MrChaz <[email protected]> wrote: > 100 is a low estimate but it's around that point that the frame-rate > seems to get into the sub 30's. > I'm already doing pretty much everything you've mentioned except using > VBOs - most sprites are rendered via the draw_texture extension. > Unfortunately pretty much all the sprites have some transparency so > I'm using ARGB_8888 for the texture atlas's. > > On Apr 6, 10:28 pm, Ralf Schneider <[email protected]> wrote: > > > If your performance problem is only related to putting sprites on the > > screen, don't expect an improvement by witching to the NDK. > > > I don't know how you are currently doint it, but these are some general > > remarks: > > > Use OpenGL ES to draw the sprites. > > Limit your textures to 256x256. 512x512 seems to be slower on some devices. > > Use texture atlases for smaller sprites -> To avoid state changes in OpenGL > > Use VBOs > > Avoid textures with alpha channels on slower devices. > > Don't scale or rotate your sprites on slower devices. Slower devices often > > have a fast path for simple blitt operations. => Check if "point sprites" > > are available on the device. If yes, use them. > > Use 16 Bit (565) textures. > > Watch the video I have posted in the previous post. The speaker has some > > valuable tips for performance improvements. > > > Anyway, 100 Sprites is not very much if you are already using OpenGL... > > So may be you are right and the only solution is to target high end devices > > for your next project. > > > 2010/4/6 MrChaz <[email protected]> > > > > I was hoping that someone had tried a little test app with a simple > > > scene. I think I've pretty much reached the limits in terms of get > > > sprites on the screen at an acceptable frame rate (at least on G1 type > > > hardware). > > > It seems, at least for what I'm doing, the limit is about 100 sprites > > > but for my next project I'd like a bit more. > > > Maybe I'll just stop making games for 'old' hardware and concentrate > > > on the Droid and N1. I can't say I like the idea of ignoring half the > > > market :( > > -- 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

