Here is what I would do.

First you need a fps counter going first to measure impact of changes. Just logging it to the console once a second could be enough. Then I would have something that overrides setting the texture so that they all use the same texture. You don't need input for this. You can just have a frame counter and then toggle using something like

if ( (count % 100) == 0 )
    bToggle = (bToggle) ? false : true;

If there is no performance change it's not a texture problem.

Then I would have something toggle the viewport to be say 1/4 of the size and see if the framerate changes. If you get a really large boost then your fill rate bound, which is the most common on these devices. Check for too much alpha blending. Are you using z testing? Make sure culling is on etc

At this point you could be vertex bound but not likely. Maybe you have lighting on? That's a hit. Are you rendering in a different thread? Start commenting out parts to see what gives you a gain.


On 10/25/2010 8:40 AM, gambiting wrote:
Hi there,

I am currently trying to develop a game for android in OpenGL
ES....and I am testing it on my Nexus One. But I have run into some
performance problems,and I would like to ask somebody about it,could
you help?

I currently have a very basic scene - background made of 25
tiles(256x256 texture each), and then a number of textured
cubes(128x128 texture for each side of a cube ). However,when I try to
display approx. more than 10 cubes, the performance becomes so
sluggish that I can't even rotate the scene smoothly. I can't imagine
how can I add more objects(player,enemies, all that kind of stuff)
when it runs so slowly with 35 objects in total. I mean - games like
Raging Thunder 2 probably display hundreds of objects at once(plus
they do lots of computations behind the scenes) and they run super-
smooth on my nexus one. What am I doing wrong? Could somebody help me
please????


--
Leigh McRae
www.lonedwarfgames.com

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