If the snapdragon chip follows suit with the MSM7200, GL Lights will
cause the CPU to be involved in calculations, which is why you'll see
a big performance hit.

Check out all of these brew whitepapers from Qualcomm.  They talk
about lots of that stuff:

http://www.brewconference.com/brew_2004/pdf/david_ligon_qualcomm_optimizing_games.pdf
http://www.brewconference.com/brew_2006/pdf/progpc21_dorbie_3dgraphics.pdf
http://brew.qualcomm.com/brew_bnry/pdf/brew_2007/Tech-303_Ligon.pdf
http://www.brewconference.com/brew_2008/pdf/TECH-606.pdf


On Feb 14, 8:17 pm, Carlo <[email protected]> wrote:
> Thanks for your feedback :)
>
> Do you push optimized triangle list indexed, triangle list or strip in
> your scene ?
>
> well, from our experience here, If you have a common setting that you
> do not change we do not see this problem, let's say you have 1 light
> set and keep it this way, however if you have a scene with multiple
> texture, 2 or 4 point lights that you turn ON/ OFF independently,
> color material, enable disabling LIGHTING between rendering batch of
> geometry  then we start to see some very strange hang which i do not
> explain since the exact same opengl code works perfectly on the droid/
> milestone (smooth as butter).
> For the Normals, just FLOAT is working and so we will use FLOAT but
> still that's broken as we should be able to have support for BYTE for
> normals too.
> As for the performances, 300 000/s (while ok) are far away from the
> 22millions/sec (roughly 1.5%) listed on the qualcomm spec for the
> snadragon :
>
> http://www.qualcomm.com/products_services/chipsets/snapdragon.html
>
> (wonder where they took this number out of)
>
> Performances drop very sharply if you turn on more than 1 light
> (specially if point light), there is no such of performances drop on
> the SGX PowerVR which still maintains high performances from what we
> can tell ;)
>
> We are still experimenting too see how we will "workaround" this
> trouble that we are facing....
>
> On Feb 14, 6:18 pm, Ralf Schneider <[email protected]> wrote:
>
>
>
> > 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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