It's most certainly an emulator issue.

Within the emulator, everything OpenGL-related is performed in software,
more precisely in ARM machine code that is
JIT-ed to x86 by the emulation engine. This probably includes some
framebuffer / texture rotation stuff.

On Thu, Jun 10, 2010 at 9:17 AM, satlan esh <[email protected]> wrote:

> I am testing some OpenGL code on the emulator, and I've noticed some
> frame rate issues.
>
> There is obviously a 60fps ceiling for portrait, and 30fps ceiling for
> landscape, that's clear. However, frame rate in landscape mode seems
> to be inherently lower by a factor of almost 1.5 or more. That is, if
> I get 30fps in portrait, I'd get around 20fps in landscape. The
> application runs full screen, so there's exactly the same screen real
> estate.
>
> Is this just an emulator issue, or does real hardware behave alike?
>
> Since the application is full screen, I can get around most of this by
> rotating the scene 90 degrees. Is this the recommended setup?
>
> --
> 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]<android-developers%[email protected]>
> For more options, visit this group at
> http://groups.google.com/group/android-developers?hl=en
>

-- 
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

Reply via email to