First, thanks Robert... that's going to help a lot. I've not had to
use threading before and it looks to be a must on Android for games so
I'm making sure I understand the concepts as clearly as possible. I'm
quite thankful that Java's tutorials are as good as they are. I was
almost thinking of
Here's how it works:
Renderer.onDrawFrame() is called when GL is ready to draw another
frame. After that method finishes (and you called gl.glFlush()), the
GPU is busy drawing and another call to onDrawFrame() won't be made
until it's ready for business again.
While the GPU is working, your
I suppose I should add... that my background is homebrew for Nintendo
DS and coding in C. The game loop would generally just include a call
to wait for the screen's vertical blank and that was ~1/60th of a
second. It couldn't be relied upon totally for timing, but as long as
you weren't running
If you're using the render-continuously mode, she'll go as fast as she
can go. 60FPS if you're doing easy HW-accel 2D or very basic 3D.
I've never seen over 60FPS. It's probably vsynced to that.
I like to use a shared object called the World to pass between my
logic thread and renderer thread.
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