Thank you for sharing these information. It helps a lot.

I am starting to feel the pain developing for multiple versions and
platforms running Android, something I didn't have to really think
about with the iPhone (at least, till the 3GS was released but
still...)

Did you managed to get the glBufferData to work on 1.6 or 2.0? I don't
see any examples using this extension yet. And if only part of the
calls are supporting it (see above), then it's not very useful to me
at that point.

If you are doing all your resource loading at draw frame time, then
you must hit a significant performance bump when you start loading
your textures like I experience. Do you also recycle your bitmaps in
the draw routine after bounding them?

I also found out the hard way that gc gets in the way at least for the
first few seconds. Is there a way to disable it between draw frames? I
tried setting thread priority to high but is that even used? I've
managed to reduce object creation using object pools in class
factories, but the Java syntax is a bit of a pain (static methods are
hidden and not overridden, that sort of things that you take for
granted with a dynamic language such as objective c. I'll stop whining
now... Sorry :-)

I would really like to know if the GL11 support is something scheduled
for a soon to come next release, whenever that is or if I should just
simply continue doing everything with GL10. Without visibility in the
scheduled features, I feel a bit lost about sticking to a specific
development strategy.

Thanks!

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