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
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