On Fri, Feb 13, 2009 at 1:42 AM, Jon Colverson <jjc1...@gmail.com> wrote:
>
> On Feb 12, 2:50 pm, quakeboy <prasna...@gmail.com> wrote:
>> I don't think OpenGL ES 1.0 is so incapable that it can't give me
>> atleast 25-30 fps with just 12 triangles which you one 256x256 texture
>> and one 64x64 textures (used by 5 quads)
>
> My game does a very similar amount of drawing and I get ~60 fps if
> sound is disabled and the touchscreen is not in use.
>

Jon, search my posts (I have a few on this list) for "touch screen" -
Dianne explained pretty well why touch slows the game, and a
workaround for that. In short, you need to put your main thread to
sleep after you handle a touch event, otherwise Android will keep
pushing touch events to it and the thread simply steals CPU from your
game thread. In my game I sleep the main thread 100ms after a touch is
handled, taking as much as 10 touch events/sec (which is quite
enough). This has completely wiped out the touch handling in
traceview's profiling output. I also override dispatchTouchEvent,
which short-circuits a bit more Android code.

Cheers,
Stoyan

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