The size of the texture is not an issue as the result is the same with 1000x900 PNG and with a 64x64 PNG, it really seems to be the overall size of the blitting area.
The NPOT textures should only be a problem if mipmapping or wrapping modes other than clamp are used, there should be no performance hit except of those issues (at least I deducted this much from the 2.0 ES book). Nevertheless I resize all incoming textures in program before binding/loading them in GL. I also tried to do a tiled map of the background instead of doing it all on a single quad - there was no difference as expected. The PNG is loaded&resized once in an Android Bitmap, then following gets set: MIN_FILTER to GL_NEAREST, MAG_FILTER to GL_LINEAR, WRAP_S/T to GL_CLAMP_TO_EDGE. After that the texture gets loaded into GL context with texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);, then the bitmap is recycled and null'ed. I already checked the internal format chosen by this function and it functions properly. Is there any way to bind the textures to GL_TEXTURE0..31 permanently? I'd like to have e.g. 20 textures that are permanently bound to 20 GL_TEXTURE... IDs and then "just" glActiveTexture'ing them before a shader program gets executed. I already tried to do this, but apparently I need to do the glActiveTexture and glBindTexture all the time to avoid artifacts... Isn't that important though because the performance wasn't better. -- 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

