On May 23, 7:49 pm, Dianne Hackborn hack...@android.com wrote:
Don't force the Xoom to use hdpi. You will be inconsistent with every other
app, all of which are using the Xoom's correct density which is mdpi.
Why do you want to do this?
As I've said, Galaxy Tab made a design decision to use
On May 23, 7:49 pm, Dianne Hackborn hack...@android.com wrote:
Don't force the Xoom to use hdpi. You will be inconsistent with every other
app, all of which are using the Xoom's correct density which is mdpi.
Why do you want to do this?
As I've said, Galaxy Tab made a design decision to use
, Federico Carnales fedecarna...@gmail.com wrote:
Hi Lance,
I doubt that's going to change much, I'm not doing any complex
geometry or anything. Just to make sure, I removed the glClear,
glActiveTexture, and glBindTexture calls from the draw method, and the
performance is exactly
Hi Guich,
I didn't do anything special to achieve 60fps with a SurfaceView, just
get a lock to the surface and draw the bitmap onto the canvas. Mind
you, I only get 60fps when drawing a static, full screen bitmap to the
SurfaceView. If I draw more bitmaps on top of that background bitmap,
the FPS
.
On Jan 31, 10:14 pm, Federico Carnales fedecarna...@gmail.com wrote:
Hi Lance,
I doubt that's going to change much, I'm not doing any complex
geometry or anything. Just to make sure, I removed the glClear,
glActiveTexture, and glBindTexture calls from the draw method
that.
On Sat, Jan 30, 2010 at 8:58 PM, Federico Carnales
fedecarna...@gmail.comwrote:
Hi all,
So I'm doing some simple 2D stuff with OpenGL on Android and found the
performance to be very, very poor.
To give you an example, I made an app with a full screen
GLSurfaceView. I loaded a 512x1024
.GL_NEAREST);
Some of the past threads have also stated that depth size 24 is faster
than anything else on the Droid for some reason. So make sure you end
up with that config.
On Jan 30, 11:58 pm, Federico Carnales fedecarna...@gmail.com wrote:
Hi all,
So I'm doing some simple 2D stuff
. So make sure you end
up with that config.
On Jan 30, 11:58 pm, Federico Carnales fedecarna...@gmail.com wrote:
Hi all,
So I'm doing some simple 2D stuff with OpenGL on Android and found the
performance to be very, very poor.
To give you an example, I made an app with a full
,
GL10.GL_NEAREST);
Some of the past threads have also stated that depth size 24 is faster
than anything else on the Droid for some reason. So make sure you end
up with that config.
On Jan 30, 11:58 pm, Federico Carnales fedecarna...@gmail.com wrote:
Hi all,
So I'm doing some simple
you were trying to draw a 32 bit full
screen image. I pretty much only draw 16 bit bitmaps when I can
unless it's an effect or control and I need the alpha for that.
On Jan 31, 12:52 pm, Federico Carnales fedecarna...@gmail.com wrote:
I've created a small sample class to show the problem
Correction: using SurfaceView to draw the background image does indeed
give me 60fps. And when adding the sprites on top of it, the
performance is not 60fps anymore, but still better than GLSurfaceView.
Federico
On Jan 31, 9:09 pm, Federico Carnales fedecarna...@gmail.com wrote:
Did the test
easily draw
the background and multiple sprites in a single draw command as well.
Degenerate triangles for connecting things might even work in triangle
strip mode. So the number of draw commands may not even go up.
On Jan 31, 7:13 pm, Federico Carnales fedecarna...@gmail.com wrote
Hi,
I've been pulling my hair out trying to achieve smooth scrolling in an
OpenGL-based app on Eclair. It seems that no matter what I do, I
cannot get more than 36 events per second (the rest is sent in history
data which is useless in my case). This happens on both the emulator
and the Motorola
for? With the exception of rhythm
games, which should still work because of what I said above, I can't
see a faster rate having a major impact.
On Jan 12, 5:59 am, Federico Carnales fedecarna...@gmail.com wrote:
Hi,
I've been pulling my hair out trying to achieve smooth scrolling in an
OpenGL
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