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
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
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
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
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
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
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
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