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. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---