I apparently live under a rock: Float.SIZE => "Constant for the number of bits needed to represent a float in two's complement form."
Taken from Android API (Java 1.5+ API same). Sheepish. On Jan 15, 10:04 am, shaun <[email protected]> wrote: > Sorry. I need to be clear that the Float.SIZE usage I mentioned was > in my code not the Android OpenGL code. > > On Jan 15, 10:00 am, shaun <[email protected]> wrote: > > > > > 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 -- Hide quoted text - > > > - Show quoted text -- Hide quoted text - > > - Show quoted text -
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