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

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