It's slow because:

1)  Your texture is huge and you're not mipmapping.
2)  Blend is slow and compounded by the large not mipmapped texture
3)  You're using linear min and max - mega performance penalty on that
chip (msm7201a).

The 3 things together make for 5 fps. :)

The milestone has a pvr sgx530 which can handle those 3 things much
better.  I'm not surprised in the least by your results.

On devices like the magic, try:

a single 512x512 texture mipmapped with nearest-neighbor filtering

Note that some chips do not allow mip levels above 0 to be non-square
like 1024x512.  They will want square eg 512x512 or you'll just get
white or black.

On Jun 28, 5:11 pm, Daniel <[email protected]> wrote:
> Hello,
>
> First time poster, long time user.  I really appreciate all of those
> who partake in this group and help out!  My problem is that I can't
> seem to get stable FPS across multiple devices when rendering alpha.
> I took a very straightforward tutorial from the infamous NeHe website
> (lesson 6 from the android port versions) and modified it slightly.
> The original code can be found here:
>
> http://code.google.com/p/nehe-android/
>
> Here is my slightly modified version.
>
> http://www.danielalcocer.com/androidfps.zip
>
> All I did was "simplify" it by making it render one 2d .png image
> across the entire screen in orth view.  I have 2 versions of the file
> I'm rendering, one with alpha, and one without.  Here are my
> framerates:
>
> Motorola Milestone: 45 FPS with no alpha
> Motorola Milestone: 38 FPS with alpha
>
> HTC Magic: 60 FPS with no alpha
> HTC Magic: 5 FPS with alpha (that's right, 5)
>
> I read that emulators do not properly "emulate" rendering open gl
> scenes, thus making the frame rates irrelevant, so I did not include
> them.  Also, frame rates are printed using System.out.println once
> every 5 seconds.  For some reason I felt compelled to mention this :).
>
> Now, these numbers are just mind boggling to me, and I think they
> speak for themselves.  Can anyone point me in the right direction so I
> can get the HTC Magic back up to par?  I've been on this problem for
> days and I cannot for the life of me figure out how to fix it.
>
> Thanks,
>
> Daniel

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