Hello Carlo,

Im using the NDK, but I don't think this makes a difference

1)      glNormalPointer(GL_BYTE, x ,  y);       does no work, there no
> lighting
> done on any model using normals stored using byte, the same code is
> working properly on a motorola droid/milestone.
>
>
GL_FLOAT seems to work.


> 2)   Changine Lighting states are very slow and freeze the display
> frame for 1 sec on the Nexus 1, we are using dynamic light ON/OFF  and
> i am under the impression that is because of the emulation of the
> opengl 1.x pipeline under a 2.0 pipeline -> some hidden upload of
> shaders of some sort in the drivers, but this is to a point that there
> is no way to use realtime lighting on our game for the nexus 1 so
> somebody has to look into this issue.
>
>
I do not experience this kind of slow down on the Nexus One.
Enabling/Disabling GL_LIGHTNING while rendering a frame works fine for me.

May be the problem is specific to some settings? So for the record I'm using
this:

Display:setEGLConfigChooser(5, 6, 5, 8, 16, 0)
Datatypes: GL_FLOAT for everything
TextureMaps: 8-8-8-(8)
Vertex Colors: None
VBOs: None
Lights: 1
Fog: Linear
Average Scene: After basic frustum culling 10000 Triangles per frame are
sent to OpenGL
Other: glShadeModel(GL_SMOOTH);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    glFogf(GL_FOG_MODE, GL_LINEAR );
    glHint(GL_FOG_HINT, GL_NICEST);

... I know these settings cry for optimizations, but currently I'm mainly
experimenting with some basic stuff.
I'm still amazed by the performance. It seems you can easily push 300000
lighted tris/sec. After some optimizations probably even more.

Regards,
Ralf

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