[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-26 Thread Streets Of Boston

If you render the Open GL graphics in the main thread (where user-
input is received and handled), how are you going to program animated
graphics when the user does not interact with the screen/keyboard at
all? by issuing a log of handler.post(Runnable) commands ?

Also, your sample code is simple and it's therefore rendered pretty
fast. If you start adding many more vertices, adding textures,
lighting models, etc, the rendering will slow down.

In short, i strongly suggest seperating the user-input(=main) thread
and the Open GL drawing code into a seperate thread. It'll keep your
app performance predictable and, in the end, better maintainable.


On Feb 25, 11:33 pm, quakeboy prasna...@gmail.com wrote:
 Yes I forgot to mention that, I took pains to change code to follow
 the same model as in
 OpenGL samples and found no improvement too !

 My guess is that

 Its either OpenGL commands memory bandwidth is very less... as I use
 DrawElements only and only person I have heard to get tremendous fps
 was using VBOs. But I cannot use VBO due to the nature of the game
 elements and the changing vertices.

 Or I am doing something wrong with OpenGL initialization code and
 pixel format etc ??

 On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote:



  On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:

   More info:-
   I tested by rendering on the touch event only.. frame rate drops only
   when u touch and drag
   and here I have just tested by tapping and releasing gently on the
   emulator and on the device

  As I said before, this is a very unusual way of doing things. Have you
  tried drawing continuously in a separate thread as in the API demos?

  --
  Jon- Hide quoted text -

 - Show quoted text -
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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-26 Thread quakeboy

I have mentioned that I had tried shifting the whole OpenGL code to a
new thread and still don't see any performance difference. May be I
can try once again, but I strongly doubt any improvement is gonna be
there.

Does any one know about the fill rate limitations ?? But As you can
see I don't even cover up the full screen, so think its not valid to
think in that direction.

I will reply back after implementing the threading concept again as I
don't have any other choices.


On Feb 26, 10:18 pm, Streets Of Boston flyingdutc...@gmail.com
wrote:
 If you render the Open GL graphics in the main thread (where user-
 input is received and handled), how are you going to program animated
 graphics when the user does not interact with the screen/keyboard at
 all? by issuing a log of handler.post(Runnable) commands ?

 Also, your sample code is simple and it's therefore rendered pretty
 fast.

You call that frame rate fast for that kinda of simple drawing ?? I
get horrible frame rates when I enable background which I draw using
Drawtex extensions and the other textures. And also except background
all my other textures have transparency.

If you start adding many more vertices, adding textures,
 lighting models, etc, the rendering will slow down.

 In short, i strongly suggest seperating the user-input(=main) thread
 and the Open GL drawing code into a seperate thread. It'll keep your
 app performance predictable and, in the end, better maintainable.

 On Feb 25, 11:33 pm, quakeboy prasna...@gmail.com wrote:

  Yes I forgot to mention that, I took pains to change code to follow
  the same model as in
  OpenGL samples and found no improvement too !

  My guess is that

  Its either OpenGL commands memory bandwidth is very less... as I use
  DrawElements only and only person I have heard to get tremendous fps
  was using VBOs. But I cannot use VBO due to the nature of the game
  elements and the changing vertices.

  Or I am doing something wrong with OpenGL initialization code and
  pixel format etc ??

  On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote:

   On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:

More info:-
I tested by rendering on the touch event only.. frame rate drops only
when u touch and drag
and here I have just tested by tapping and releasing gently on the
emulator and on the device

   As I said before, this is a very unusual way of doing things. Have you
   tried drawing continuously in a separate thread as in the API demos?

   --
   Jon- Hide quoted text -

  - Show quoted text -
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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread Sundog

Very cool! Thanks very much! After I get my current three projects out
there I really want to dig into this.

On Feb 25, 4:39 am, quakeboy prasna...@gmail.com wrote:
 Single Threaded OpenGL game ! (check bottom, you can download and use
 the helper class)
 Lighting disabled !
 Depth Buffer disabled !
 Culling enabled !
 Textures disabled !

 Just 176 integers (x,y values only) making 88 vertexes
 along with 132 index numbers making 44 triangles only

 Framerates I get is

 with GL_BLENDING
 disabled - 145 fps approx only !!
 enabled - 110 fps approx only !!

 I have the screenshot of exact code in the draw function here.. just 2
 damn lines !
 I have hidden only the comments.. click here to see 
 ithttp://prasna991.googlepages.com/drawframe.png

 variable details in the 2 lines of code
 ===
 ipts = 176 elements (only x and y for each vertex)
 totallinetriangles * 3 = 176
 lineindexes = 132 elements - type short

 Here is the screenshot of output drawing and how it will look 
 likehttp://prasna991.googlepages.com/screen.png

 OpenGL single threaded Initialization Helper
 
 Here is my OpenGL helper class.. makes the OpenGL initialization for
 newbies a cakewalkhttp://prasna991.googlepages.com/OpenGLHelperclass.txt

 More info:-
 I tested by rendering on the touch event only.. frame rate drops only
 when u touch and drag
 and here I have just tested by tapping and releasing gently on the
 emulator and on the device

 Is this the device limitations ? So graphics is actually a lot lot lot
 slower than on iPhone ??
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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread Jon Colverson

On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:
 More info:-
 I tested by rendering on the touch event only.. frame rate drops only
 when u touch and drag
 and here I have just tested by tapping and releasing gently on the
 emulator and on the device

As I said before, this is a very unusual way of doing things. Have you
tried drawing continuously in a separate thread as in the API demos?

--
Jon

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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread Mohan
do any one can refer me Android consultants?

On Wed, Feb 25, 2009 at 9:22 AM, Sundog sunns...@gmail.com wrote:


 Very cool! Thanks very much! After I get my current three projects out
 there I really want to dig into this.

 On Feb 25, 4:39 am, quakeboy prasna...@gmail.com wrote:
  Single Threaded OpenGL game ! (check bottom, you can download and use
  the helper class)
  Lighting disabled !
  Depth Buffer disabled !
  Culling enabled !
  Textures disabled !
 
  Just 176 integers (x,y values only) making 88 vertexes
  along with 132 index numbers making 44 triangles only
 
  Framerates I get is
 
  with GL_BLENDING
  disabled - 145 fps approx only !!
  enabled - 110 fps approx only !!
 
  I have the screenshot of exact code in the draw function here.. just 2
  damn lines !
  I have hidden only the comments.. click here to see ithttp://
 prasna991.googlepages.com/drawframe.png
 
  variable details in the 2 lines of code
  ===
  ipts = 176 elements (only x and y for each vertex)
  totallinetriangles * 3 = 176
  lineindexes = 132 elements - type short
 
  Here is the screenshot of output drawing and how it will look likehttp://
 prasna991.googlepages.com/screen.png
 
  OpenGL single threaded Initialization Helper
  
  Here is my OpenGL helper class.. makes the OpenGL initialization for
  newbies a cakewalkhttp://prasna991.googlepages.com/OpenGLHelperclass.txt
  
  More info:-
  I tested by rendering on the touch event only.. frame rate drops only
  when u touch and drag
  and here I have just tested by tapping and releasing gently on the
  emulator and on the device
 
  Is this the device limitations ? So graphics is actually a lot lot lot
  slower than on iPhone ??
 



-- 
Mohan Rao
Erp-Specialist

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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread quakeboy

Yes I forgot to mention that, I took pains to change code to follow
the same model as in
OpenGL samples and found no improvement too !

My guess is that

Its either OpenGL commands memory bandwidth is very less... as I use
DrawElements only and only person I have heard to get tremendous fps
was using VBOs. But I cannot use VBO due to the nature of the game
elements and the changing vertices.

Or I am doing something wrong with OpenGL initialization code and
pixel format etc ??

On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote:
 On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:

  More info:-
  I tested by rendering on the touch event only.. frame rate drops only
  when u touch and drag
  and here I have just tested by tapping and releasing gently on the
  emulator and on the device

 As I said before, this is a very unusual way of doing things. Have you
 tried drawing continuously in a separate thread as in the API demos?

 --
 Jon
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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread quakeboy

And moreover did you look at my drawFrame code... I have just two
lines of code between the code to do the fps calculation !!!
We have a good OpenGL development team here in our workplace who work
on iPhones already.

Even they were all puzzled as there is nothing complex here. and one
thing one can think about is that
its a hardware limitation.

On Feb 26, 2:15 am, Jon Colverson jjc1...@gmail.com wrote:
 On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:

  More info:-
  I tested by rendering on the touch event only.. frame rate drops only
  when u touch and drag
  and here I have just tested by tapping and releasing gently on the
  emulator and on the device

 As I said before, this is a very unusual way of doing things. Have you
 tried drawing continuously in a separate thread as in the API demos?

 --
 Jon
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