The Canvas in Android only uses the phone's CPU and not GPU.
The Canvas code is only used to blit a pre-formed RGB image to the screen.
The issue is probably that Jmol itself consumes CPU while rendering the
frames.
It would be a massive rewrite of Jmol to fully implement OpenGL.
I agree that
I wonder, Chance, what kind of molecules are you testing with.
I installed and tried Jmol Android App in my phone a few days ago and it felt
good (caffeine). Now I've just loaded hemoglobin and I find it responsive, not
sluggish at all, in both cpk spheres, cartoon or trace.
It is indeed quite
It would be a massive rewrite of Jmol to fully implement OpenGL. I would
opt for something much simpler. What's your application?
On Sun, Oct 6, 2013 at 8:07 PM, Chance Leachman leachmancha...@gmail.comwrote:
I've been looking into Jmol for Android. The only problem is that even
with the
I've been looking into Jmol for Android. The only problem is that even with
the latest and greatest phones, Jmol for Android is still quite sluggish.
After putting in some research I found it might have to do with Canvas. The
Canvas in Android only uses the phone's CPU and not GPU. Switching to