Actually I need 3d on 2d... I mean the background image (320 x 480) is
the performance bottleneck and I need to speed up that part
I get 3x frame rate without the background picture alone
On Feb 21, 3:27 pm, suhas suhas.ga...@gmail.com wrote:
hi quakeboy,
if u want to render 2d on 3d then
hi quakeboy,
if u want to render 2d on 3d then just use views like textview,
imageview etc . I assure u that it works fine and laso u dont
have to render or draw those view always ... I have used views
with 3d and they are just working fine .
regards,
Suhas
On Feb 18, 11:22 am,
Cool ! It worked... Thanx a lot
I wasn't doing anything different than just using the float versions
of the same function .. wonder why it wasn't working for me ?
I am posting more observations which might help someone else.
I can see the sample cube application using the GLSurfaceView and
hi,
The max fps u can get can be 60 . I m rendering a 3d
models(ms3d) ... with game logic i m getting 45 fps
but prb occurs when touch event is executed fps
falls to 28 - 30fps ... my only worry is touch event ... one
hint to handle touch
Hi,
you said that with game logic you're getting 45 fps !?
what is the size of your ms3d object (nb of vertex and faces ?)
My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just
rendering it without 2d overlay and game logic...
On Feb 17, 11:43 am, suhas gavas
lol... you guys are talking about 1000 faces !!
I am struggling to achieve 30 fps with 12 - 16 triangles !!
On Feb 17, 9:10 pm, fcalzada fcalz...@gmail.com wrote:
Hi,
you said that with game logic you're getting 45 fps !?
what is the size of your ms3d object (nb of vertex and faces ?)
My
Hi,
I m rendering 3 models
model 1 :
vertices = 309
Triangles : 232
grp = 19
material 9
joints 0
model 2
vertices = 258
Triangles : 188
grp = 2
material 2
joints 0
model 3
vertices = 64
Triangles : 80
grp = 1
material 1
joints 0
And i m rendering model number 2 twice and
@suhas thanks a lot for sharing your information
I request you to please take part in this thread to help the community
http://groups.google.com/group/android-developers/browse_thread/thread/1d94cd6cc4554e8e
On Feb 18, 10:53 am, suhas gavas suhas.ga...@gmail.com wrote:
Hi,
I m rendering 3
I have learnt quite a lot of developing mobile applications in this
project.
I have improved the speed to a good extent by using the points given
in the
android performance optimization tips documentation in android
development site.
I must not have been blaming opengl es alone. I made a great
On Feb 16, 12:57 pm, quakeboy prasna...@gmail.com wrote:
but still my speed drops when I draw the background as a textured
quad. and I am not able to get the drawtexfOES to work.
@Jon
Can you please help me by posting a sample code of what parameters to
pass to
1. glTexParameterfv
2.
Thank you very much again.
GL11Ext ?? So we can actually use that ?
I think I read Android supports only OpenGL ES 1.0... So can we use
the GL11 also ?
I guess I must have read an old article or something ? 'OpenGL ES-CM
1.0' was returned by glGetString
I have an actual device. I will try out
On Fri, Feb 13, 2009 at 1:42 AM, Jon Colverson jjc1...@gmail.com wrote:
On Feb 12, 2:50 pm, quakeboy prasna...@gmail.com wrote:
I don't think OpenGL ES 1.0 is so incapable that it can't give me
atleast 25-30 fps with just 12 triangles which you one 256x256 texture
and one 64x64 textures
Thanx Stoyan for your input. I have read that post long ago and helped
me understand.
Just a quick question..
Is 100ms of sleep okay,
even if you want to do something like move objects in your game by
touch and drag action on the screen ?
On Feb 13, 1:21 pm, Stoyan Damov stoyan.da...@gmail.com
On Fri, Feb 13, 2009 at 10:53 AM, quakeboy prasna...@gmail.com wrote:
Thanx Stoyan for your input. I have read that post long ago and helped
me understand.
Just a quick question..
Is 100ms of sleep okay,
even if you want to do something like move objects in your game by
touch and drag
@Stoyan
Thank you very much.
I will soon post more info and results after implementing, so that it
helps developers in the future.
On Feb 13, 2:03 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
On Fri, Feb 13, 2009 at 10:53 AM, quakeboy prasna...@gmail.com wrote:
Thanx Stoyan for your
On Feb 13, 8:21 am, Stoyan Damov stoyan.da...@gmail.com wrote:
Jon, search my posts (I have a few on this list) for touch screen -
Dianne explained pretty well why touch slows the game, and a
workaround for that. In short, you need to put your main thread to
sleep after you handle a touch
On Feb 12, 2:50 pm, quakeboy prasna...@gmail.com wrote:
I don't think OpenGL ES 1.0 is so incapable that it can't give me
atleast 25-30 fps with just 12 triangles which you one 256x256 texture
and one 64x64 textures (used by 5 quads)
My game does a very similar amount of drawing and I get ~60
Thank you very much for your reply. I checked out the extension, I did
not know I can add other extensions except the ones in GL10Ext..
I read the jsr239 docs and found how to load it too.. Thanks a lot
once again.
Yes I forgot to add that Opengl is NOT running in separate like in
Android
On Feb 13, 5:06 am, quakeboy prasna...@gmail.com wrote:
Thank you very much for your reply. I checked out the extension, I did
not know I can add other extensions except the ones in GL10Ext..
I read the jsr239 docs and found how to load it too.. Thanks a lot
once again.
I didn't need to do
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