I have mentioned that I had tried shifting the whole OpenGL code to a new thread and still don't see any performance difference. May be I can try once again, but I strongly doubt any improvement is gonna be there.
Does any one know about the fill rate limitations ?? But As you can see I don't even cover up the full screen, so think its not valid to think in that direction. I will reply back after implementing the threading concept again as I don't have any other choices. On Feb 26, 10:18 pm, Streets Of Boston <flyingdutc...@gmail.com> wrote: > If you render the Open GL graphics in the main thread (where user- > input is received and handled), how are you going to program animated > graphics when the user does not interact with the screen/keyboard at > all? by issuing a log of handler.post(Runnable) commands ? > > Also, your sample code is simple and it's therefore rendered pretty > fast. You call that frame rate fast for that kinda of simple drawing ?? I get horrible frame rates when I enable background which I draw using Drawtex extensions and the other textures. And also except background all my other textures have transparency. If you start adding many more vertices, adding textures, > lighting models, etc, the rendering will slow down. > > In short, i strongly suggest seperating the user-input(=main) thread > and the Open GL drawing code into a seperate thread. It'll keep your > app performance predictable and, in the end, better maintainable. > > On Feb 25, 11:33 pm, quakeboy <prasna...@gmail.com> wrote: > > > Yes I forgot to mention that, I took pains to change code to follow > > the same model as in > > OpenGL samples and found no improvement too ! > > > My guess is that > > > Its either OpenGL commands memory bandwidth is very less... as I use > > DrawElements only and only person I have heard to get tremendous fps > > was using VBOs. But I cannot use VBO due to the nature of the game > > elements and the changing vertices. > > > Or I am doing something wrong with OpenGL initialization code and > > pixel format etc ?? > > > On Feb 26, 2:15 am, Jon Colverson <jjc1...@gmail.com> wrote: > > > > On Feb 25, 11:39 am, quakeboy <prasna...@gmail.com> wrote: > > > > > More info:- > > > > I tested by rendering on the touch event only.. frame rate drops only > > > > when u touch and drag > > > > and here I have just tested by tapping and releasing gently on the > > > > emulator and on the device > > > > As I said before, this is a very unusual way of doing things. Have you > > > tried drawing continuously in a separate thread as in the API demos? > > > > -- > > > Jon- Hide quoted text - > > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---