One bizarre option you might want to consider is pre-generating Java files with arrays in them. It benchmarked faster than reading files in via Java NIO when I tested it for my purposes. I'm only doing 2D, though. I use a script that takes a bunch of individual graphics files and puts them into a couple atlas textures, then pre-generates the texture coordinates for the two triangles needed to draw each graphic. So each pre-generated atlas texture has a pre-generated Java file with an array of all the useful texture coordinate sets for it, and constants for the offset into the array to use to get them for a particular graphic.
On Sep 6, 7:33 pm, SChaser <[email protected]> wrote: > My app has large vertex arrays that are pre-computed before I even > build the app for distribution. I'd like to store these in assets > (recognizing the size limits of asset files) and read them in with > minimal computation. > > Can I store them in binary, and just read them into an NIO buffer, and > then wrap it for GL, or do I have to go through the whole compute > intensive (?) process of reading it in, making a byte array, and > converting that to an integer (in this case) array? -- 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

