In my previous project on Windows CE the bottleneck of the GL
performance was not in the number of triangles or textures size but in
the synchronization between load/draw threads.
You mentioned some problems you have overcome already (thread/
events...) and I simply wanted to see if there are no issues there.

BTW: how did you get 60fps ? How many triangles did you have ? how
many textures (and their size) ?


On Mar 15, 9:01 am, Alex Rempel <alexey.rem...@googlemail.com> wrote:
> On Mar 15, 4:27 pm, ip332 <iprile...@gmail.com> wrote:
>
> > The size is not an issue, the blending type - also.
> > Could you provide a complete source code ?
>
> It's not that easy to do as it is not a simple test code sample...
> What exactly would You like to see?
> Info: GL_RENDERER is "Adreno 200"
>
> Here is the loading part...
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> int[] id = new int[1];
> GLES20.glGenTextures(1, id, 0);
> GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id[0]);
> GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
> GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
> GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
> GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
> GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
> GLES20.GL_CLAMP_TO_EDGE);
> GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
> GLES20.GL_CLAMP_TO_EDGE);
> GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
> ...
> bitmap.recycle();
> bitmap = null;
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>
> Here is the setting to shader part:
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> int location = GLES20.glGetUniformLocation(m_curProgram.id(),
> strShaderComponent);
> GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
> GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, gl_texture_id);
> GLES20.glUniform1i(location, 0);
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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