Seems OK on mine, ~59fps for "Use VBO Extension" with 10 sprites
screenshot:
http://imgur.com/N1kNt.png

I'm using a T-Mobile G1 running the official OTA 1.6 firmware. I did
wipe it recently, so that might be a difference. Not much installed
that could be running in the background.

Have you tried rebooting? I've read about Android bugs before that led
to gradual performance degradation until reboot.

Checking the top command in adb shell might be helpful too.

On Oct 11, 12:29 am, Dan Sherman <impact...@gmail.com> wrote:
> Been working with OpenGL a little more recently, and have been noticing
> pretty bad performance on my G1.
>
> Were there any major changes to OpenGL in 1.6 that would change the
> performance (or made my code incorrect?) on device?
>
> As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and gave
> it a spin.  I had run it a few months ago and noticed pretty decent
> performance.  With a low number of sprites (10-100), every method (Verts,
> Hardware VBO's, and DrawTex) had easily over 30fps, with drawTex beating out
> the others.
>
> I fired it up on my G1 (recently updated to 1.6), and all 3 methods are
> giving me performance of around 10-12fps with all methods of OpenGL at 10
> sprites.
>
> Just for fun, installed the exact same APK on my girlfriends phone, which
> has yet to be updated to 1.6, and hers shows what I expected to start with,
> 30-60fps depending on method...
>
> So the question is, did anything change in terms of OpenGL, that would make
> the example code in SpriteMethodTest less than optimal?
>
> - Dan
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