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;
>         }
>     }
>
>
>
> }
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