[android-developers] Re: OpenGL lockups in 2.2
We just did a big profiling, optimizing and tuning session on our
engine and found that we had LOTS of redundant Shader and Geometry
binds and unbinds. We found that we never need to unbind from shaders
or disable vertex attributes because they are automatically all
disabled when switching shaders - then we made it so that glGetError
is only called when we have our debugging flags on... Result? The
game that was crashing instantly on the EVO now runs without any
problems until the battery dies.
So - just another thing to look into. Run your code in the Adreno
profiler with glFinish() on, remove all the redundant state changes
and unnecessary unbinds like texture, shader or vbo binds to 0 or
anything like that and see how it goes. This worked for us.
On Apr 12, 10:59 am, cybice <istar...@gmail.com> wrote:
> Please look athttps://developer.qualcomm.com/forum/qdevnet-forums/mobile-gaming-gra...
>
> i have no rooted phone,
> so please anybody who affected this bug, send to Qualcomm a stack trace
> (using gdb) of all the threads of the system_server process
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