Hi Federico, I tried during weeks to get a working code for the opengles. The idea was to draw an offscreen bitmap into the screen (i do all the graphics rendering by myself). Then someone told me that using textures for this was not a good idea, because it takes time to make the texture get into the video card and then displayed.
Since my knowledge of opengl is near 0, i gave up and used the SurfaceView approach. I also published the code here: This goes at surfaceChanged: sScreenBuff = ShortBuffer.allocate(w * h); sScreenBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.RGB_565); And this is my updateScreen method: static void updateScreen() { try { if (sScreenBitmap == null) return; Canvas canvas = surfHolder.lockCanvas(); if (canvas == null) return; instance.nativeOnDraw(sPixels); // call Native C code sScreenBuff.put(sPixels); sScreenBuff.rewind(); sScreenBitmap.copyPixelsFromBuffer(sScreenBuff); canvas.drawBitmap(sScreenBitmap, 0, 0, null); surfHolder.unlockCanvasAndPost(canvas); } catch (Throwable t) { debug(Log.getStackTraceString(t)); } } Have you done something different to achieve the 60fps? Btw, i can test your code in two devices, the G2 Ion and the Motorola Milestone (A853). thanks and regards, guich -- 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