[android-developers] Re: Force hdpi drawables on mdpi-xlarge devices

2011-07-03 Thread Federico Carnales
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

[android-developers] Re: Force hdpi drawables on mdpi-xlarge devices

2011-07-03 Thread Federico Carnales
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

[android-developers] Re: OpenGL poor performance with textures?

2010-02-01 Thread Federico Carnales
, 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

[android-developers] Re: OpenGL poor performance with textures?

2010-02-01 Thread Federico Carnales
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

[android-developers] Re: OpenGL poor performance with textures?

2010-02-01 Thread Federico Carnales
. 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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
.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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
. 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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
, 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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
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

[android-developers] Re: OpenGL poor performance with textures?

2010-01-31 Thread Federico Carnales
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

[android-developers] onTouchEvent limited to 36x / second?

2010-01-12 Thread Federico Carnales
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

[android-developers] Re: onTouchEvent limited to 36x / second?

2010-01-12 Thread Federico Carnales
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