There's a neat blog post about using an extra thread to get around
some hardware blocking here:
http://replicaisland.blogspot.com/2009/10/rendering-with-two-threads.html

On Oct 9, 1:42 am, hzakimoto <hzakim...@gmail.com> wrote:
> Hi. Please excuse me for being new. I'll try my best to explain.
>
> I read the Android Developer blog about GLSurfaceView here:
>
> http://android-developers.blogspot.com/search/label/OpenGL%20ES
>
> It said one of the advantage we get from using GLSurfaceView is
> "Creating and managing a separate rendering thread to enable smooth
> animation."
>
> Question:
>
> Currently I'm doing this in my game.
> public void onDrawFrame(GL10 gl) {
>
>                 //update game mechanics/physics
>                 updateGame(gl);
>
>                 //draw game
>                 gl.glDisable(GL10.GL_DITHER);
>                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | 
> GL10.GL_DEPTH_BUFFER_BIT);
>                 gl.glMatrixMode(GL10.GL_MODELVIEW);
>                 gl.glLoadIdentity();
>                 .........
>
> }
>
> Is this what it's supposed to be? (I handled 'elapsed time' in my
> updateGame() )
>
> Or should I create another thread to do the update? Like this:
>
> �...@override
>         public void run() {
>             while (mRun) {
>
>                 //update game mechanics/physics
>                 updateGame(gl);
>
>               }
>         }
>
> public void onDrawFrame(GL10 gl) {
>                 //draw game
>                 gl.glDisable(GL10.GL_DITHER);
>                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | 
> GL10.GL_DEPTH_BUFFER_BIT);
>                 gl.glMatrixMode(GL10.GL_MODELVIEW);
>                 gl.glLoadIdentity();
>                 .........
>
> }
>
> Which one will produce best result for a game?
>
> Thank you in advance.
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