It sounds like the HuaWei has the same problem as the Samsung, however, I am no hardware expert. You'd need to contact HuaWei and ask them why it returns the Android PixelFlinger instead of the GPU when requesting the GL Renderer. Or maybe someone from Google has some insite into this?
On Sep 24, 12:15 pm, LemonDev <[email protected]> wrote: > no, not samsung, but a device from T-Mobile manufactured by HuaWei . > > Log.v("", gl.glGetString(GL10.GL_RENDERER)); > i get "Android PixelFlinger 1.0" which is the same as emulator and > also same as > your samsung i7500 . that is the problem. > > this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE); > this call does a help to render faster a bit . from 10 to 14 FPS . > > On 9月23日, 下午5时32分, CraigsRace <[email protected]> wrote: > > > > > I've heard the Samsung i7500 has a bug where it doesn't use the GPU. > > Is that the phone you are using? > > > It is discussed here:http://www.javagaming.org/index.php/topic,20910.0.html > > > In short, if you call Log.v("", gl.glGetString(GL10.GL_RENDERER)); > > > On the HTC phones, it says "Q3Dimension MSM7500 01.02.08 0 4.0.0", > > while on the Samsung (and Android Emulator) it says "Android > > PixelFlinger 1.0". > > > On Sep 23, 6:58 pm, LemonDev <[email protected]> wrote: > > > > i draw a cube with two sides textured(320*430 png) and let it rotate > > > between the two sides, but it's sad to get a 16 FPS on emulator and 9 > > > FPS on the real phone. i don't known whether i have used the hardware > > > acceleration on my phone. > > > so i tried many parameters in OpenGLES ,finally i found i can set a > > > value in my CubeView(inherit from GLSurfaceView )'s constructor , > > > > public CubeView(Context context) > > > { > > > super(context); > > > > this.getHolder().setType(SurfaceHolder.SURFACE_TYPE_HARDWARE); // > > > here is the crucial line > > > > mRender = new CubeRender(this); > > > this.setRenderer(mRender); > > > } > > > > setType with the value SURFACE_TYPE_HARDWARE can improve the OpenGL > > > rendering speed, and i get a rate of 14FPS on real phone, but has no > > > effect on emulator( i guess emulator didn't use hardware to render) > > > > but the 14FPS also is not enough for me , 18 -- 20 may be > > > acceptable . the qualcomm demo neocore can render a complex arena on > > > 25-27 FPS in my phone. > > > > so what's the problem with me, is there another ways to use the > > > hardware acceleration in OpenGL ES . > > > > my phone has a cell of qualcomm MSM7201A with a hardware acceleration.- > > > 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 [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 -~----------~----~----~----~------~----~------~--~---

