The G1 reports 65536 for that parameter.
On Oct 4, 7:06 am, RichardC <richard.crit...@googlemail.com> wrote:
> 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
-~----------~----~----~----~------~----~------~--~---