2010/2/24 Jonathan <[email protected]> > It's a 2D application, and the contents of the "screen" (as > represented by this internal array I'm passing around) can change at > any given time. I'm think I may have to use some combination of sub > texture updates in order to get what want and have it be smooth. > Uploading a 512x256 texture each frame may be too much. > > Any other ideas how I can speed this up? > > You can try: glTexSubImage2D <http://www.khronos.org/opengles/documentation/opengles1_0/html/glTexSubImage2D.html>instead of glTexImage2D. Usually this function is the right choice to update textures frequently.
glTexSubImage2D may have the advantage to not require the OpenGL Es memory management system, because an existing texture (memory area) gets updated. Furthermore some OpenGL ES implementation implicit convert textures to one of its internal formats. For example the implementation may convert all textures to 565 or 4444 regardless of the format you provide. Thus, if you provide textures in an native format the implementation could do a plain copy of the data, instead of a more expensive conversion. ... But i have no real data available. These are just general advices floating in the intertubes. Regards, Ralf -- 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

