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
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
have you tried the draw texture extension?
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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.
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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,
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
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
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
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
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
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
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
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.
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
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
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