Jni is not really a big factor in this. In my experience, if you use vbos, you're not nearly as triangle bound as you are fill bound. If you're only filling half the screen and you use vbos with no normals and no index, I imagine you could get up there with vert count.
Here's a little test to see where the texel unit has limits and optimizations... make a quad that's bigger than the viewport and texture it. Rotate it so that it faces the lookat directly, so that there is no skew or distortion. It will render very quickly. Now rotate it just a degree away from the lookat about any axis. You'll see the framerate drop significantly. This shows that no matter how few or many triangles you have on screen, you will always be limited by the texture unit. On Nov 10, 1:36 am, Patrick Årman <[email protected]> wrote: > Ok so no where near the chips full potential then, sad to hear, did you use > buffers and minimized glcalls? I'm guessing you used only Java and no native > code? Though the JNI might be the bottleneck? > > On Nov 10, 2009 7:44 AM, "Jeremy Slade" <[email protected]> wrote: > > 4-5k polys per frame seems about right from my experience on a G1 > > On Nov 9, 1:42 pm, Patrick <[email protected]> wrote: > Well I've been > searching for this informa... > -- > 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]<android-developers%2Bunsubs > [email protected]> > For more options, visit this group > athttp://groups.google.com/group/android-developers?hl=en -- 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

