It was originally a submission for android master is why it is in that
namespace :)

Yes, if you use it (and be aware that it does NOT reset the gl context
on orientation changes so do not reload vram content like normal or at
least make sure to delete first) you will definitely want to put it in
your own package/namespace.

FYI - it doesn't delete the context because for some unknown reason
many phones like to hard freeze right in eglMakeDisplayCurrent with
the SharedBuffer timed out problem.  Leaving the context in tact
worked around it for some phones but there are other issues on other
phones as well.

On Oct 13, 1:43 am, Dianne Hackborn <hack...@android.com> wrote:
> Note that code is very broken -- it is putting a class in the android
> namespace, which it is not allowed to do.  PLEASE change this to a valid
> namespace before using it.  You are likely to break shortly if you don't.
>  Thanks.
>
>
>
>
>
>
>
>
>
> On Tue, Oct 12, 2010 at 10:56 PM, mr.winky <mr0wi...@gmail.com> wrote:
> > I've been using the GLWallpaperService as posted by Robert Green
> > (http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-
> > wallpapers), which has worked so far for the live wallpapers but I'm
> > hitting a wall when it comes to performance. The GL code is executing
> > at the expected speed when swapping (about 14ms after the swap
> > occurs), but there seems to be an extreme overhead with the wallpaper
> > code of 33ms.
>
> > For example, if I was to implement a basic live wallpaper that only
> > called gl.glClearColor and nothing else, the maximum framerate I can
> > achieve is 30fps (33ms), which is far lower than it should be. Now the
> > phone refresh rate is 16ms, from what I have read, so I could
> > understand hitting a wall at 60 fps.
>
> > The question is if there is an alternative way out there? I tried
> > naively using the GLSurfaceView with no luck and am looking for
> > suggestions from those who may have encountered this issue or know of
> > a solution. I have been googling but all posts send me back to the
> > above site from Robert Green as the "only" way to do this, and I have
> > had no luck finding a live wallpaper "sample" from the SDK that uses
> > OpenGL while they state that you have access to OpenGL from here:
>
> >http://developer.android.com/resources/articles/live-wallpapers.html
>
> > I tried searching for the code for the bundled live wallpapers with no
> > luck, if anyone could throw me a link to one of the wallpapers that
> > uses OpenGL that would more than enough for me to figure it out (if a
> > different method is used ;)).
>
> > --
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> --
> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.

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