I found that GC can be prevented when using VBOs, nice and steady, high
fps too. But still it would be nice to see the source and/or know what
is going on when using Buffers instead. Anyone?

Thanks


On Thu, 2009-01-29 at 18:02 +0100, Steven Lagerweij wrote:
> I've been playing with OpenGL but am unable to get a steady framerate
> due to GC.
> 
> When rendering 100 tiles each frame (in ortho mode), the GC needs to
> recover ~22000 objects every 3 seconds or so. Each collection is taking
> around 110 ms. Of course this means quite a framerate dip.
> 
> ...
> D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms
> D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms
> D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms
> D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 114ms
> ...
> 
> 
> The rendering loop I tested with is not making any objects and is very
> simple;
> 
> while (super.running) {
>       gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
>       gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
>       for(x = 0 ; x < 100; x++) {
>               gl.glVertexPointer(2, GL10.GL_FIXED, 0, tileCoords[x]);
>               gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, tileTexCoords[x]);
>               gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
>       }
>       egl.eglSwapBuffers(dpy, surface);
> }
> 
> The calls to gl.glVertexPointer(...); and gl.glTexCoordPointer(...);
> seem to be ones creating the most objects.
> 
> When I take those two calls outside the for and while loop (so rendering
> the same tile at the same position a 100 times each frame), GC didn't
> occur at all for the three minutes I waited.
> 
> So, is this supposed to be the case ? 
> I also could not find sources for the implementation which is
> "com.google.android.jsr239.GLImpl"? Anyone knows where to find those?
> 
> 
> 


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