[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-15 Thread Jeremiah Sellars
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

[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-15 Thread Robert Green
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

[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-14 Thread Jeremiah Sellars
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

[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-14 Thread Robert Green
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.