Interesting...

Tried a reboot, didn't change anything (if it had, I would have kicked
myself) :)

I'll try a clean reformat tomorrow, and see if I can't pinpoint whats
causing it, top doesn't show anything out of the oridinary...

Thanks for letting me know its on my end and not a 1.6 issue :)

- Dan

On Sun, Oct 11, 2009 at 2:35 AM, Lance Nanek <lna...@gmail.com> wrote:

>
> 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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