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 -
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