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

