I've been using the GLWallpaperService as posted by Robert Green
(http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-
wallpapers), which has worked so far for the live wallpapers but I'm
hitting a wall when it comes to performance. The GL code is executing
at the expected speed when swapping (about 14ms after the swap
occurs), but there seems to be an extreme overhead with the wallpaper
code of 33ms.

For example, if I was to implement a basic live wallpaper that only
called gl.glClearColor and nothing else, the maximum framerate I can
achieve is 30fps (33ms), which is far lower than it should be. Now the
phone refresh rate is 16ms, from what I have read, so I could
understand hitting a wall at 60 fps.

The question is if there is an alternative way out there? I tried
naively using the GLSurfaceView with no luck and am looking for
suggestions from those who may have encountered this issue or know of
a solution. I have been googling but all posts send me back to the
above site from Robert Green as the "only" way to do this, and I have
had no luck finding a live wallpaper "sample" from the SDK that uses
OpenGL while they state that you have access to OpenGL from here:

http://developer.android.com/resources/articles/live-wallpapers.html

I tried searching for the code for the bundled live wallpapers with no
luck, if anyone could throw me a link to one of the wallpapers that
uses OpenGL that would more than enough for me to figure it out (if a
different method is used ;)).

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