I'd like to start by saying thank to anyone who takes the time to help
me with this problem.

I am currently attempting to create an opengl sprite rendering engine
for a game development project.
The sprites render amazingly quickly in openGL, much better than
android's native 2d graphics implementation
so that is why openGL is required. The entire engine works flawlessly
as far as I cant tell except for when
new textures are bound.

I have my textures stored as Pallette4_RGB8 and loaded from pngs of
the appropriate type, they load in correctly
and I have confirmed that they are being stored as palette4_RGB8 when
the texture creation function is called.
The strangeness occurs when I actually try and bind the texture later,
it doesn't seem to be compressed.

All of our textures are 1028 x 1028 spritesheets for this project so
they are quite large, and forgetting about render order optimization
for the moment we are simply rendering 5 sprites with five seperate
textures to test. The odd thing
is is that when we use four textures everything works fine, ie it's
not overflowing the video memory, but when we use five it overflows
the memory and slows performance on bind, but this is when we use
compressed internalformats and noncompressed, the internal format
doesn't effect this slowdown.

I can only assume that android's gl implementation is allowing for the
texture to  be loaded correctly with the palette4 format, but when it
goes to recall the data it has converted it to a typical RGB8 for some
reason. If anyone could point out a solution to this I would be very
appreciative, the only other option I can see is taking the hit from
having non-compressed textures and simply making our sheets
significantly smaller so the overhead of the bind function is lower
when it has to swap what is in video memory.

Thanks Again,
Chance Wees of FigboxGames

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