Hey guys, I'm porting over some software from the iPhone, and the fact that I need to use ByteBuffers for my data structures in order to use OpenGL is killing me. My render loop takes 3ms to actually do the work and render screen, but I do need to perform a ByteBuffer clear / repopulate to update a dynamic texture.
The bytebuffer clear, followed by the put() and position(0) to prepare for texture uploading takes about 100ms. This is WAY too slow. Is there a way around using ByteBuffers other than going the NDK route? The texture is 512x256 RGBA... should the ByteBuffer .clear() .put() and .position() be taking 100ms? Thanks in advance. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

