Hi Lance, Yes, already tried using mipmaps, and every possible combination of min and mag filters. Still can't sustain 60fps with one fullscreen textured quad. I checked GL_DEPTH_BITS and it's properly set to 24.
Thanks, Federico On Jan 31, 1:58 pm, Lance Nanek <lna...@gmail.com> wrote: > I don't have a Droid to test on, but if you haven't tried it already, > it might be worth dropping the various texture settings down to their > fastest/lowest quality and enabling mipmaps to check if that's where > the problem is. Something like this: > > gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); > > if ( gl instanceof GL11 ) { > gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, > GL11.GL_TRUE);} > > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, > GL10.GL_NEAREST); > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, > GL10.GL_NEAREST); > > Some of the past threads have also stated that depth size 24 is faster > than anything else on the Droid for some reason. So make sure you end > up with that config. > > On Jan 30, 11:58 pm, Federico Carnales <fedecarna...@gmail.com> wrote: > > > > > Hi all, > > > So I'm doing some simple 2D stuff with OpenGL on Android and found the > > performance to be very, very poor. > > > To give you an example, I made an app with a full screen > > GLSurfaceView. I loaded a 512x1024 texture (containing a 480x854 > > image), set up an orthogonal 2D matrix, and set it to draw a 480x854 > > pixel quad with that texture, using vertex and texture arrays. > > Lighting, dither, blending, etc. is disabled. > > > I would expect this to run at 60fps without problem, but that simple > > operation already drags the frame drawing time to 19ms/frame. > > > If I add some more small textured quads around the screen, the drawing > > time goes up to 22/24ms. If I enable blending it balloons to 28/30ms. > > > This is testing on a Motorola Milestone, running 2.0.1. > > > Is this normal? Am I doing something wrong or is it just a common > > problem in Android? > > > Any advice on how to attain 60fps drawing simple textured quads in 2D > > using OpenGL? > > > Thanks in advance! > > > Regards, > > Federico -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en