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! -- 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

