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
- 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
Anybody could help please?
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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
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
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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
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
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