For me a sleep of about 20millisecs was most effective. Note that this only works if your opengl render-thread is a seperate thread (not the main gui-thread).
On Aug 13, 6:32 pm, "Justin (Google Employee)" <j...@google.com> wrote: > The recommendation for this is to sleep in the touch event handler. > The system will send you touch events as fast as you can process them. > If you artificially decrease this by sleeping in the handler, you will > allow more processing time for other threads which are theoretically > running your computations for screen updates. > > Cheers, > Justin > Android Team @ Google > > On Aug 10, 9:38 am, sahn0 <dmitry.sk...@gmail.com> wrote: > > > > > Yes, it is. > > > Try SpriteMethodTest, set 100 sprites, select OpenGL / Use VBO, let > > it run for a while. You will get something around 20ms / 50 fps. Now > > run it second time, and simply touch screen while test is running. You > > will get something around 35ms / 29 fps. So it is 15 ms difference. > > > As I understand, the answer is simple - it is that dispatcher thread > > running with THREAD_PRIORITY_URGENT_DISPLAY priority. > > > Setting THREAD_PRIORITY_URGENT_DISPLAY priority (will it work on non- > > ADP firmware?) on renderer thread yields 30 ms / 33 fps. > > > Are there any other workarounds?- Hide quoted text - > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---