[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-27 Thread gambiting
Ok.that's a start.could you tell me what should I do to build the cubes in one mesh? I have no idea how to do it, I'm not an OpenGL pro :P If you have any tutorials describing the process, I would be very grateful ;-) On Oct 26, 10:44 pm, Leigh McRae wrote: > - don't use scissor test unless y

Re: [android-developers] Re: Problem with OpenGL ES application,please help

2010-10-26 Thread Leigh McRae
- don't use scissor test unless you need it. Looks like its the whole screen size so shut it off. - don't create your perspective matrix every frame. - I wouldn't use gluLookAt as IIRC it allocates memory. - for the ground tiles, try and remove all the translations, scales and pops and see if t

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-26 Thread gambiting
Anybody could help please? -- 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.co

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread gambiting
I tried the following: 1) Changed viewport to 1/2 and 1/4 of original size - no effect. 2) Changed all textures to one,so there is just one texture binding per cube - no effect. 3) Culling is on For all other points please take a look at my code which is in the forum post I linked here, as I am no

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread gambiting
Hey guys,thanks very much for all the answers, please take a look at this thread, there is a screenshot of my app and it's code - please help me and take a look at it. Any help will be very appreciated . http://forum.xda-developers.com/showthread.php?t=818760 -- You received this message because

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread Robert Green
Or - make an atlas and only do 1 texture bind per cube. Raging Thunder 2 probably only switches under a dozen times per draw because of atlasing, group-by-texture optimizations, etc. There are profiling tools you can get to check for performance bottlenecks, btw. Search for the Adreno profiler i

[android-developers] Re: Problem with OpenGL ES application,please help

2010-10-25 Thread Nightwolf
Try reducing texture resolution. 128x128 texture for each of 6 sides of the cube. That means you do 6 texture switches to draw one cube. 10 cubes - 60 texture switches per one scene. Use one texture for all your cubes and see what you get. On 25 окт, 16:40, gambiting wrote: > Hi there, > > I am c