What MrChaz said.  Use time-based animation and then if you want to
smooth out the rough spots, you can tick using a running average.

On Feb 1, 1:02 pm, MrChaz <mrchazmob...@googlemail.com> wrote:
> The easiest way to achieve a smooth rotation is to multiply the
> rotation amount by the time difference between the current frame and
> the last frame - that way the amount moved is constant over time.
>
> On Feb 1, 5:18 pm, "tomei.ninge...@gmail.com"
>
>
>
> <tomei.ninge...@gmail.com> wrote:
> > 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!

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