Been working with OpenGL a little more recently, and have been noticing pretty bad performance on my G1.
Were there any major changes to OpenGL in 1.6 that would change the performance (or made my code incorrect?) on device? As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and gave it a spin. I had run it a few months ago and noticed pretty decent performance. With a low number of sprites (10-100), every method (Verts, Hardware VBO's, and DrawTex) had easily over 30fps, with drawTex beating out the others. I fired it up on my G1 (recently updated to 1.6), and all 3 methods are giving me performance of around 10-12fps with all methods of OpenGL at 10 sprites. Just for fun, installed the exact same APK on my girlfriends phone, which has yet to be updated to 1.6, and hers shows what I expected to start with, 30-60fps depending on method... So the question is, did anything change in terms of OpenGL, that would make the example code in SpriteMethodTest less than optimal? - Dan --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---