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 --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---