[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread JAlexoid (Aleksandr Panzin)
Do you use NPOT textures? Non power of two textures are not optimal in performance, lightly saying. On Mar 13, 3:52 pm, Alex Rempel alexey.rem...@googlemail.com wrote: Hi piplz, I'm trying to develop a little LiveWallpaper engine for OpenGL GLES20, for now just in 2D. After I got around all

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
The size of the texture is not an issue as the result is the same with 1000x900 PNG and with a 64x64 PNG, it really seems to be the overall size of the blitting area. The NPOT textures should only be a problem if mipmapping or wrapping modes other than clamp are used, there should be no

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread alan
have you tried the draw texture extension? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
have you tried the draw texture extension? You mean GL_OES_draw_texture? I thought about trying this, but I'm not sure if this is compatible with GLES20 exclusive context. I don't have a 'gl' instance anywhere in my program because I try to remain GLES20 only. -- You received this message

Re: [android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Soumen Debnath
Hey any one knows how to implement vertical scroll Cover Flow for android in android . I have a code for Horizontal scroll Cover Flow . But I am not able fix it for vertical. The Horizontal scroll is : http://www.inter-fuser.com/2010/02/android-coverflow-widget-v2.html Please help me On Tue,

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
On Mar 15, 11:36 am, alan a...@birtles.org.uk wrote: have you tried the draw texture extension? Tested it already, there is a GL_INVALID_ENUM error on using glTexParameteriv with GL22Ext.GL_TEXTURE_CROP_RECT_OES. I'd say the extension doesn't exist in GLES20 context. Are there maybe some other

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread ip332
The size is not an issue, the blending type - also. Could you provide a complete source code ? On Mar 15, 5:41 am, Alex Rempel alexey.rem...@googlemail.com wrote: On Mar 15, 11:36 am, alan a...@birtles.org.uk wrote: have you tried the draw texture extension? Tested it already, there is a

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
On Mar 15, 4:27 pm, ip332 iprile...@gmail.com wrote: The size is not an issue, the blending type - also. Could you provide a complete source code ? It's not that easy to do as it is not a simple test code sample... What exactly would You like to see? Info: GL_RENDERER is Adreno 200 Here is the

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread ip332
In my previous project on Windows CE the bottleneck of the GL performance was not in the number of triangles or textures size but in the synchronization between load/draw threads. You mentioned some problems you have overcome already (thread/ events...) and I simply wanted to see if there are no

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
I am starting a separate thread from the service's engine which has complete responsibility for creating the EGL/GL context. Because of the interleaving behavior of the events (surfaceCreated/Destroyed/ Visible etc.) of separate engines (is the case with wallpapers because of preview/real running

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
I just adapted my rendering thread to support a canvas instead of EGL context and I do absolutely the same; showing an fps text and blitting a background texture. Guess what: showing the text only I get 58fps, adding the background picture I get... 57fps! Now I am officially and very seriously

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread ip332
2D shoudl be much faster because it usually about transferring pixels (usually organized into a scan lines) from one bitmap to another when 3D requires a lot of calculations with floating point and it should be slower than 2D even with HW support. On the other side, 35 fps vs. 57 is not too bad if

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread laurent mallet
Alex Rempel, The problem is just your experience on mobile device. GPU on mobile devices have very low fillrate. So you must use very carefully your draw operations. N1 or Droid max overdraw is one for 30 FPS but on Nexus S (or SGS) you have a better fillrate, so you can have an overdraw of 3.

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-15 Thread Alex Rempel
Well the problem as I see it is following: - Rendering surface-sized bitmap in Canvas: cost 1fps - Rendering surface-sized texture quad in GL: cost 35fps If I want to render a 2D application in GL, then I have to draw at least ONE background image, in most cases I want to do parallax rendering

[android-developers] Re: GLES20 background bitmap on just 2 triangles kills 35 fps

2011-03-14 Thread ip332
Blending type should not affect performance when Open GL has HW support (i.e. most of the today's Android phones) How big is the PNG? How and when do you load it ? On Mar 13, 8:52 am, Alex Rempel alexey.rem...@googlemail.com wrote: Hi piplz, I'm trying to develop a little LiveWallpaper engine