I use glTexImage2D and glTexSubImage2D, it's okay on Droid/Milestone.
20ms for 854*480.
But on Nexus one, it takes 150ms to draw a full screen.(800*480)

On 4月16日, 下午7时39分, Mario Zechner <[email protected]> wrote:
> From my experience this also happens with the PowerVR chips in the
> Droid/Milestone
>
> On 16 Apr., 13:07, Eong <[email protected]> wrote:
>
>
>
> > IfglTexImage2Dis more than 100ms, glTexSubImage2D doesn't make any
> > sense.
> > I found that this will only happen on phones with snapDragon chips,
> > like Nexus one, Liquid and so on.
> > I tried a lot, can't solve it yet.
>
> > On 2月24日, 下午5时19分, Ralf Schneider <[email protected]> wrote:
>
> > > 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/glTexS...>instead
> > > ofglTexImage2D. 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
>
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