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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en