Hi piplz, I'm trying to develop a little LiveWallpaper engine for OpenGL GLES20, for now "just" in 2D. After I got around all the thread/event-problems because of the wallpaper issues and after I booh'ed at the 60fps I now inly have one grudge:
Drawing just one single big PNG loaded as GL_RGBA.UNSIGNED_BYTE on 2 triangles representing the background takes away 35 fps, regardless of blending mode being enabled or not! What I tried: - driving the source image resolution down doesn't help, it's the size of the quad to blit What I could try: - binding the "big" image just once after loading instead of doing it in every frame Is there something I might have missed? -- 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

