> The best solution to your problem is probably to "bite the bullet" and > rewrite your code to use shaders in OpenGL ES 2.0. All major phones and > quite a few minor ones support it now.
> It may be your only solution, if the Galaxy S3 has to move too many more > bits than the P350 did, or has a slower OpenGL client-server path. > Really, c'mon there's not even a bit of indication that this lag is caused by rendering, I assure you that even lousy Adreno 225 from NA variants of S3 is more than capable drawing two small triangles at 60fps even in ES 1.0. That being said ES 2.0 is of course way to go since ES 1.0 is basically dead and deprecated. To OP: First measure what cause delay (measure FPS, check and measure how you communicate between UI and GL thread etc) and then try to fix this. You cannot optimize without hard data. -- Bart -- -- 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 --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

