Well, if you look at the talk google gave the developer gave a short note about it: http://code.google.com/intl/es-ES/events/io/2010/sessions/writing-real-time-games-android.html If memory serves me correct, you won't gain much of a speed gain from using VBOs as opposed to say draw_texture. This is because the FPS is capped at 30FPS for some devices, however I can't recall the details.
Miguel. On Sat, Jun 19, 2010 at 3:01 PM, Navigateur <[email protected]> wrote: > I've been trying VBOs (3D) and I've seen no improvement at all on my > Motorola Dext over not using VBOs. > > I've tried all kinds of configurations, interleaved arrays, > bytebuffers instead of floatbuffers, both direct and indirect. > > My question is, has anybody got any measured improvement in frames per > second by using VBOs instead of exactly the same content without VBOs? > > If and only if so, what were your fps results? And can you therefore > show me the "proper" way of doing VBOs instead of not? > Has anybody else got exactly the same fps with and without VBOs? > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en -- http://diastrofunk.com, http://developingthedream.blogspot.com/, http://www.youtube.com/user/revoltingx, ~Isaiah 55:8-9 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

