I've found that if the app is set to be debugable that can reduce frame-rates. You might also want to specify a hardware renderer in the view
On Jul 5, 8:21 pm, teo2k <[email protected]> wrote: > Hi All, > > I'm doing some experiments with OpenGL using the GLSurfaceView > introduced in 1.5 > > In my Renderer I keep track of the time spent to render the last frame > and pass this value to the method that update my model. The goal is to > keep objects movements on the screen independent from the rendering > time. > > Now... this seems to work perfectly in the emulator, but on the real > device is at least 4/5 times slower!!! > > Has anyone experienced the same problem? Or, anyone has a clue of what > I'm doing wrong? > > Here's pieces of the code I'm using: > > /* Renderer */ > public void onDrawFrame(GL10 gl) { > mRefTime = System.currentTimeMillis(); > > // Update the game state after rendering > if(mLastFrameTime > 0) { > mGameEngine.update(mLastFrameTime); > } > > gl.glMatrixMode(GL10.GL_MODELVIEW); > gl.glLoadIdentity(); > > for (int i = 0; i < mRenderables.length; i++) { > mRenderables[i].draw(gl); > } > > mLastFrameTime = System.currentTimeMillis() - mRefTime; > > } > > /* Update method */ > public void update(long lastFrameTime) { > int i, j; > float moveOffset = mGameVelocity * UNIT_VELOCITY_MS * > lastFrameTime; > > for(i=0; i<ROW_COUNT; i++) { > for(j=0; j<ROW_SIZE; j++) { > mObj[i][j].x += moveOffset; > } > } > > > > } --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

