hi quakeboy, if u want to render 2d on 3d then just use views like textview, imageview etc ......... I assure u that it works fine and laso u dont have to render or draw those view always ....... I have used views with 3d and they are just working fine .
regards, Suhas On Feb 18, 11:22 am, quakeboy <prasna...@gmail.com> wrote: > @suhas thanks a lot for sharing your information > > I request you to please take part in this thread to help the > communityhttp://groups.google.com/group/android-developers/browse_thread/threa... > > On Feb 18, 10:53 am, suhas gavas <suhas.ga...@gmail.com> wrote: > > > Hi, > > I m rendering 3 models > > > model 1 : > > vertices = 309 > > Triangles : 232 > > grp = 19 > > material 9 > > joints 0 > > > model 2 > > vertices = 258 > > Triangles : 188 > > grp = 2 > > material 2 > > joints 0 > > > model 3 > > vertices = 64 > > Triangles : 80 > > grp = 1 > > material 1 > > joints 0 > > > And i m rendering model number 2 twice ................ and getting 40 > > above fps > > > regards, > > suhas > > > On Tue, Feb 17, 2009 at 9:40 PM, fcalzada <fcalz...@gmail.com> wrote: > > > > Hi, > > > > you said that with game logic you're getting 45 fps !? > > > what is the size of your ms3d object (nb of vertex and faces ?) > > > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > > > rendering it without 2d overlay and game logic... > > > > On Feb 17, 11:43 am, suhas gavas <suhas.ga...@gmail.com> wrote: > > > > hi, > > > > The max fps u can get can be 60 ............. I m rendering a 3d > > > > models(ms3d) ........... with game logic i m getting 45 fps > > > > ................ but prb occurs when touch event is executed ........ > > > > fps > > > > falls to 28 - 30fps ........... my only worry is touch event ....... one > > > > hint to handle touch event is keep constant fps (not dependent on > > > > device) > > > > and ur tocuh event will be handled properly > > > > regards, > > > > suhas > > > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy <prasna...@gmail.com> wrote: > > > > > > Cool ! It worked... Thanx a lot > > > > > I wasn't doing anything different than just using the float versions > > > > > of the same function .. wonder why it wasn't working for me ? > > > > > > I am posting more observations which might help someone else. > > > > > > I can see the sample cube application using the GLSurfaceView and > > > > > provides a Renderer interface for reusing that code very easily. All I > > > > > have to do is write a new class which extends Renderer and pass it to > > > > > setRenderer.... (Correct me if I am wrong) > > > > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > > > > NOT on a different thread like I assume most of you here are doing.. > > > > > On each touch event I call a draw function whose body is quoted below > > > > > > //CODE BEGINS > > > > > > /* I do this after binding and loading the texture image which is > > > > > 320x480 > > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > > new int[] {0, 0, 320, 480}, 0); > > > > > */ > > > > > > public final void draw() > > > > > { > > > > > long now = System.nanoTime(); > > > > > GL10 l_gl = gl; > > > > > > int sss = GL10.GL_BLEND; > > > > > > l_gl.glDisable(sss); > > > > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > > > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > l_gl.glEnable(sss); > > > > > > now = System.nanoTime() - now; > > > > > System.out.println(1000000000/now); > > > > > } > > > > > //CODE ENDS > > > > > > LogCat output from Println shows - 26 or 27 if I click and release at > > > > > a very very slow rate.. and drops almost below 20 when I click and > > > > > drag mouse which I assume is because of the touch event eating the CPU > > > > > cycle which was discussed in another thread. > > > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > > > OpenGL on Android ? > > > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > > > performance numbers are just the same > > > > > > Thanks to Android team for their beautiful performance optimization > > > > > document. > > > > > I use final, static, local declarations of references whenever > > > > > possible now... and I can see a huge difference. > > > > > > On Feb 16, 6:47 pm, Jon Colverson <jjc1...@gmail.com> wrote: > > > > > > On Feb 16, 12:57 pm, quakeboy <prasna...@gmail.com> wrote: > > > > > > > > but still my speed drops when I draw the background as a textured > > > > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > > > > @Jon > > > > > > > Can you please help me by posting a sample code of what parameters > > > to > > > > > > > pass to > > > > > > > > 1. glTexParameterfv > > > > > > > 2. glDrawTexfOES > > > > > > > > to get them to paint the texture properly. I get a red color only, > > > and > > > > > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > > > > > with ortho camera's bottom left at 0,0 > > > > > > > This is what I'm doing: > > > > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > > > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > > > new int[] {0, 0, 320, 480}, 0); > > > > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > > > Could the problem be not binding the texture before setting the > > > > > > parameters? > > > > > > > -- > > > > > > Jon --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. 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