Sunday, January 31, 2010

[android-developers] Re: OpenGL poor performance with textures?

I don't have a Droid to test on, but if you haven't tried it already,
it might be worth dropping the various texture settings down to their
fastest/lowest quality and enabling mipmaps to check if that's where
the problem is. Something like this:

gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

if ( gl instanceof GL11 ) {
gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP,
GL11.GL_TRUE);
}
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);

Some of the past threads have also stated that depth size 24 is faster
than anything else on the Droid for some reason. So make sure you end
up with that config.

On Jan 30, 11:58 pm, Federico Carnales <fedecarna...@gmail.com> wrote:
> Hi all,
>
> So I'm doing some simple 2D stuff with OpenGL on Android and found the
> performance to be very, very poor.
>
> To give you an example, I made an app with a full screen
> GLSurfaceView. I loaded a 512x1024 texture (containing a 480x854
> image), set up an orthogonal 2D matrix, and set it to draw a 480x854
> pixel quad with that texture, using vertex and texture arrays.
> Lighting, dither, blending, etc. is disabled.
>
> I would expect this to run at 60fps without problem, but that simple
> operation already drags the frame drawing time to 19ms/frame.
>
> If I add some more small textured quads around the screen, the drawing
> time goes up to 22/24ms. If I enable blending it balloons to 28/30ms.
>
> This is testing on a Motorola Milestone, running 2.0.1.
>
> Is this normal? Am I doing something wrong or is it just a common
> problem in Android?
>
> Any advice on how to attain 60fps drawing simple textured quads in 2D
> using OpenGL?
>
> Thanks in advance!
>
> Regards,
> Federico

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