Thanks for this workaround. I also had these Renderscript samples
running on Moto Xoom (Android 3.0.1, Tegra 2).
However I observed a strangely high CPU utility percentage(~74%) when
running Balls.
Based on my understanding, "Balls" should put most workload on GPU of
Tegra by using RenderScriptGL.

Anyone could have guidance what's happening?

Thanks!


On May 27, 6:27 pm, Ignacio Vina <ignacio.v...@mobileillusion.net>
wrote:
> Hi all!
>
> I fixed the problem in Windows version replacing \platform-tools\llvm-
> rs-cc.exe with previous version (platform-tools r03 
> -http://dl-ssl.google.com/android/repository/platform-tools_r03-window...).
> I hope this helps.
>
> I'm very interested in Renderscript for real-time image processing,
> but unfortunately my tests show that the performance allocating
> +processing images is worse than NDK.
>
> Regards,
> Ignacio
>
> On 27 mayo, 07:29, dan raaka <danra...@gmail.com> wrote:
>
>
>
>
>
>
>
> > thanks .. xav
>
> > -Dan
>
> > On Thu, May 26, 2011 at 6:37 PM, Zsolt Vasvari <zvasv...@gmail.com> wrote:
> > > I have to say, Xavier, Romain and Dianne are awesome.  How come some
> > > of this awesomeness cannot rub off on the Android Market team?
>
> > > On May 27, 8:42 am, Streets Of Boston <flyingdutc...@gmail.com> wrote:
> > > > Awesome!
> > > > Thank you.
>
> > > --
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