David,

Thanks for the explanation.  I think I just took fairness for granted
and didn't realize that it was not guaranteed.  I like the acquire()/
release() of semaphore.  It's simple and sweet.  I already do that
with my world to synchronize the logic and renderer but stuck to a
small synchronized block for input because it works fine in that area.

Jeremy,

Sorry, I didn't realize that it was only the last few objects in your
display list.  Can you do a test if you haven't already?  Can you cut
out all but 1 or so of the cows in the display list and see if it
still flickers?  Basically mess with what you're drawing until you
start to see where problems occur?

On Oct 5, 5:05 pm, David Minor <davemi...@gmail.com> wrote:
> I notice in your article the issue you describe seems to be
> synchronization "fairness", i.e. Java doesn't make any fairness
> guarantees about serving threads in the order they are waiting (though
> I believe many Java implementations do). Have you tried the Semaphore
> class? It allows you to specify whether it's fair or not in the
> constructor.
>
> On Oct 5, 12:10 pm, Robert Green <rbgrn....@gmail.com> wrote:
>
> > By the way, I don't recommend handling input the way you are.  I
> > switched all my games to use input pipelines and they have saved me a
> > load of trouble.  I get super fast response and don't have to
> > synchronize with a common thread mutex, which I have always had issues
> > with it not giving up the lock to another thread.  I wrote an article
> > just now that you can take a look at if you're interested in switching
> > -http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game
>
> > On Oct 5, 9:27 am, Jeremy Slade <jeremy.g.sl...@gmail.com> wrote:
>
> > > I'm definitely not getting anywhere close to that limit
> > > (GL_MAX_ELEMENTS_VERTICES).
>
> > > I'm pretty close to a root cause for at least a large percentage of
> > > the flickering events... It has something to do with my thread
> > > synchronization, but it's not obvious to me how it causes the flicker.
>
> > > I have three threads:
> > > * main / UI thread
> > > * logic thread
> > > * rendering thread (created by GLSurfaceView)
>
> > > The majority of the flickering happens when I do something to generate
> > > UI events (touch the screen, move the trackball, etc).  I end up
> > > passing a message to the logic thread, which may be sleeping:
>
> > >     public void queueGameEvent(GameEvent ev) {
> > >         synchronized(mGameLoop) {
> > >             if ( first_event != null ) first_event.next_event = ev;
> > >             else first_event = ev;
> > >             ev.next_event = null;
> > >             //mGameLoop.notifyAll(); // wake sleeping threads
> > >         }
> > >     }
>
> > > When I have the notfyAll() call enabled, it flickers badly.  Without
> > > it, I rarely see flickers (still some, though).  That method is called
> > > from the UI thread, and should result in waking up the logic thread.
> > > Any ideas on how / why that affects the rendering?
>
> > > Thanks,
> > > Jeremy
>
> > > On Oct 4, 6:05 pm, Robert Green <rbgrn....@gmail.com> wrote:
>
> > > > 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
>
>
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