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.

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