Blending type should not affect performance when Open GL has HW support (i.e. most of the today's Android phones) How big is the PNG? How and when do you load it ?
On Mar 13, 8:52 am, Alex Rempel <alexey.rem...@googlemail.com> wrote: > Hi piplz, > > I'm trying to develop a little LiveWallpaper engine for OpenGL GLES20, > for now "just" in 2D. After I got around all the thread/event-problems > because of the wallpaper issues and after I booh'ed at the 60fps I now > inly have one grudge: > > Drawing just one single big PNG loaded as GL_RGBA.UNSIGNED_BYTE on 2 > triangles representing the background takes away 35 fps, regardless of > blending mode being enabled or not! > > What I tried: > - driving the source image resolution down doesn't help, it's the size > of the quad to blit > What I could try: > - binding the "big" image just once after loading instead of doing it > in every frame > > Is there something I might have missed? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en