Do you use NPOT textures? Non power of two textures are not optimal in performance, lightly saying.
On Mar 13, 3:52 pm, Alex Rempel <alexey.rem...@googlemail.com> wrote: > Hi piplz, > > I'm trying to develop a little LiveWallpaper engine for OpenGL GLES20, > for now "just" in 2D. After I got around all the thread/event-problems > because of the wallpaper issues and after I booh'ed at the 60fps I now > inly have one grudge: > > Drawing just one single big PNG loaded as GL_RGBA.UNSIGNED_BYTE on 2 > triangles representing the background takes away 35 fps, regardless of > blending mode being enabled or not! > > What I tried: > - driving the source image resolution down doesn't help, it's the size > of the quad to blit > What I could try: > - binding the "big" image just once after loading instead of doing it > in every frame > > Is there something I might have missed? -- 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