Hello Android OpenGL/real-time gurus, I am drawing a pretty simple scene, with one large texture the about size of the screen (two triangles). I notice that the frame-rate is irregular: in most of cases, a frame finishes in 17 ms. However, in about 1 of 10 times, the frame finishes in 33ms.
My guess is probably some background services need to run. However, the Linux scheduler is biased towards my FG app, so the BG services are usually starved, until they can't take it anymore and they grab the CPU from my app .... I am seeing stuttering in the animation. Is this due to the irregular frame rate? Should I delay each frame so that all frames are rendered with 33ms frame time? If so, what's the best technique of achieving this? Is there an API that I can call to guarantee CPU resources for the render thread .... I really hope Android runs on some sort of real time kernel ... Thanks! -- 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