Running out of ideas here :-)

The test wasn't meant to see if Canvas would work or not. It was about the 
speed of the touch-event-message delivery. 
At least we figured out it isn't an issue with the onTouch callbacks. They 
happen fast enough.

What happens if you play with the values of the call to 
surfaceView.setEGLConfigChooser(8,8,8,8,8,8);

Try 8, 8, 8, 8, 0, 0 (no depth, no stencil).
Even try 5, 6, 5, 0, 0, 0 (RGB565, no depth, no stencil).

The GLSurfaceView uses the swapBuffers command I have seen this being quite 
slow on some devices (admittedly, they all ran Cyanogen, no stock OSes). 
And on top of that, it is a locking call.


On Thursday, August 1, 2013 5:30:57 AM UTC-4, Edvinas Kilbauskas wrote:
>
> OK, I did that. And yes. It doesn't have the delay anymore! But the 
> problem is... It's Canvas. I don't need canvas, it doesn't fulfill my 
> needs. I need OpenGL.
> What the hell could be wrong? This is REALLY strange. OpenGL ES 1.0 has 
> delay, ES 1.1 has delay, ES 2.0 has delay. Canvas - no delay!
> This should be other way around, because as far as I know canvas uses 
> software rendering, while OpenGL uses hardware, which should be way faster!
> Any more ideas?
>

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