You could try glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
Have not tried this myself but found it in http://gpwiki.org/forums/viewtopic.php?t=8839 On Oct 4, 7:36 am, Jeremy Slade <jeremy.g.sl...@gmail.com> wrote: > I did wonder about the OpenGL command buffer limit -- any way to > verify for sure that I am hitting it? > > I would be surprised if that's the case, though -- it's not a real > complex scene, maybe 3000-4000 textured triangles. But I'll admit to > being almost a complete novice where OpenGL is concerned... > > The various meshes are all done with glDrawElements(). 95% of this is > in the cow mesh -- same mesh drawn w/ different transforms, and > different textures bound each time. The mesh itself uses ~54k of > memory for vertices + normals + tex coords. How big is the OpenGL > buffer? seems like it's got to be significantly larger than that. > > On Oct 3, 1:29 pm, RichardC <richard.crit...@googlemail.com> wrote: > > > If I remember correctly OpenGL internally has a limit to the number of > > items it can hold in it's display list. When the list gets full it's > > starts drawing rather than dropping your items. To achieve this it > > flips the buffers and draws the remaining items on the live screen. > > > If I am remembering correcly this could explain what you are seeing. > > > -- > > Ruchard > > > On Oct 3, 8:08 pm, Jeremy Slade <jeremy.g.sl...@gmail.com> wrote: > > > > I'm trying to clean up some rendering issues for a 3D game -- > > > CowPotato (http://www.cyrket.com/package/ > > > com.froogloid.android.cowpotato). I could use some help on one issue. > > > > Basically I'm seeing some flickering, like the next frame is getting > > > flushed before everything is drawn. It is definitely the last few > > > items in my display list that seem to flicker -- if I reorder the > > > list, it's always the last part of the list that flickers. > > > > I understand that the GLSurfaceView automatically provides double- > > > buffering -- it certainly appears to be the case looking at the > > > source. So any suggestions as to why I might be seeing flicker? I > > > put counters into the drawing methods to make sure that all the > > > objects are called each frame, they just don't show up on screen all > > > the time. > > > > Any insight would be appreciated. > > > > Jeremy > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---