I tried the following: 1) Changed viewport to 1/2 and 1/4 of original size - no effect. 2) Changed all textures to one,so there is just one texture binding per cube - no effect. 3) Culling is on
For all other points please take a look at my code which is in the forum post I linked here, as I am not sure how to do all of them. On Oct 25, 7:58 pm, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote: > Here is what I would do. > > First you need a fps counter going first to measure impact of changes. > Just logging it to the console once a second could be enough. Then I > would have something that overrides setting the texture so that they all > use the same texture. You don't need input for this. You can just > have a frame counter and then toggle using something like > > if ( (count % 100) == 0 ) > bToggle = (bToggle) ? false : true; > > If there is no performance change it's not a texture problem. > > Then I would have something toggle the viewport to be say 1/4 of the > size and see if the framerate changes. If you get a really large boost > then your fill rate bound, which is the most common on these devices. > Check for too much alpha blending. Are you using z testing? Make sure > culling is on etc > > At this point you could be vertex bound but not likely. Maybe you have > lighting on? That's a hit. Are you rendering in a different thread? > Start commenting out parts to see what gives you a gain. > > On 10/25/2010 8:40 AM, gambiting wrote: > > > > > Hi there, > > > I am currently trying to develop a game for android in OpenGL > > ES....and I am testing it on my Nexus One. But I have run into some > > performance problems,and I would like to ask somebody about it,could > > you help? > > > I currently have a very basic scene - background made of 25 > > tiles(256x256 texture each), and then a number of textured > > cubes(128x128 texture for each side of a cube ). However,when I try to > > display approx. more than 10 cubes, the performance becomes so > > sluggish that I can't even rotate the scene smoothly. I can't imagine > > how can I add more objects(player,enemies, all that kind of stuff) > > when it runs so slowly with 35 objects in total. I mean - games like > > Raging Thunder 2 probably display hundreds of objects at once(plus > > they do lots of computations behind the scenes) and they run super- > > smooth on my nexus one. What am I doing wrong? Could somebody help me > > please???? > > -- > Leigh McRaewww.lonedwarfgames.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en