Be aware that Android 2.0.1 and 2.1 both return bits instead of bytes for Float.SIZE. The expected return value is 4, but 32 is returned for some reason!
This was used in a couple of places where allocation was involved and fatal errors ensued. Just so happens the errors were in OpenGL part of the code. On Jan 15, 1:14 am, markusn82 <[email protected]> wrote: > Thanks for all the replies guys. > > Philip, I've already taken most of your points into consideration > during my development (though there were a few things new to me like > using Bitmap.recycle). > > Jeremy, what kind of VBO issues were encountered. My game uses VBO > heavily so I'd like to know if I can work around the issues before > switching all my VBOs over to standard vertex arrays. > > Also, have any of you tried using Perfecto Mobile or Device Anywhere? > Have you guys had success with either of them for testing on the Droid/ > Nexus One? > > On Jan 14, 6:34 pm, Philip <[email protected]> wrote: > > > > > My experience so far: > > - Create your textures in power of two and make sure you scale and > > clip them to the right ratio when you draw. > > - Don't stick to RBGA_8888 when you can do ALPHA_8 (text rendering) > > - Do whatever you can do in OnSurfaceCreated before you get called in > > OnSurfaceDraw > > - Avoid the GL11 context cast. Some things won't work e.g glColor4ub > > will compile but not work. > > - Balance your calls of enable and disable for each component draw > > your call into your scene graph. > > - Pre-allocate your nio buffers > > - Use DrawElements but for the simplest shapes of one vertice > > - Test on as many devices as you can. Just don't settle for the > > emulator e.g. non power of twos work on emulator but not on the phone. > > - If you can then use the on demand drawing. > > - Use the trick of putting a wait in the onTouchEvent call for 20ms > > and a notify in your onDraw to reduce the deluge of motion events you > > have to process. You can bypass onTouchEven and use a lower call to > > save some cycles as well. > > - Use texture atlas as much as you can e.g. to draw score and text or > > animations > > - Disable the fancy rendering options (DITHER_TEST etc...) Unless you > > crave a realistic rendering on textures. > > - If you draw in 2D, then disable the DEPTH_TEST > > - Don't forget the Bitmap.recycle() call when you are done binding > > your textures. > > - Avoid Object creation destruction (PointF Rect) in your rendering > > routines. GC calls will slow down your frame rate. > > - Preload your textures extensively. don't wait until you draw at the > > last minute to bind your textures. The lag is noticable if you do so > > it's better at app start up time.- Hide quoted text - > > - Show quoted text -
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