I have learnt quite a lot of developing mobile applications in this project.
I have improved the speed to a good extent by using the points given in the android performance optimization tips documentation in android development site. I must not have been blaming opengl es alone. I made a great deal visible speed difference by just using the local reference for arrays before looping and by using final and static at proper places and by avoiding enums, and class member referencing. but still my speed drops when I draw the background as a textured quad. and I am not able to get the drawtexfOES to work. @Jon Can you please help me by posting a sample code of what parameters to pass to 1. glTexParameterfv 2. glDrawTexfOES to get them to paint the texture properly. I get a red color only, and not the actual texture. I use a 2d ortho with 320,480 as extents.. with ortho camera's bottom left at 0,0 On Feb 13, 10:30 am, Jon Colverson <[email protected]> wrote: > On Feb 13, 5:06 am, quakeboy <[email protected]> wrote: > > > Thank you very much for your reply. I checked out the extension, I did > > not know I can add other extensions except the ones in GL10Ext.. > > I read the jsr239 docs and found how to load it too.. Thanks a lot > > once again. > > I didn't need to do anything unusual to load it; I just usedGL11Ext. > > > Yes I forgot to add that Opengl is NOT running in separate like in > > Android samples. > > I call the draw and render on the touch screen event. > > Ahh, that's an unusual way of doing things. I'm not certain that's > what is causing the slowness, but it seems likely. > > -- > Jon --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

