Hi, If you are using surfaceview I believe it does backbuffer flipping for you
-niko On Feb 1, 2:00 pm, Kevin Duffey <andjar...@gmail.com> wrote: > Hey all, maybe I am way off base on this.. but I recall years ago messing > around with writing data to an off-screen buffer, then "flipping" the buffer > to video ram. I am guessing this is no longer done.. or is it? I thought the > reason for that years ago was it was much faster to write multiple layers of > a graphics scene, like side scrollers, even 3D scenes, in some off-screen > vram (or even regular memory), then swap the whole thing to the video ram > and doing that 30+ times a second yielded good performance. I apologize if > this is not how it's done any longer.. just wondering if that is still an > option and would help, or if that is so old school it's no longer ever done? > > On Mon, Feb 1, 2010 at 11:56 AM, Federico Carnales > <fedecarna...@gmail.com>wrote: > > > > > Hi Guich, > > > I didn't do anything special to achieve 60fps with a SurfaceView, just > > get a lock to the surface and draw the bitmap onto the canvas. Mind > > you, I only get 60fps when drawing a static, full screen bitmap to the > > SurfaceView. If I draw more bitmaps on top of that background bitmap, > > the FPS goes down. > > > Regards, > > > Federico > > > On Feb 1, 12:29 pm, guich <guiha...@gmail.com> wrote: > > > 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<android-developers%2Bunsubs > > cr...@googlegroups.com> > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en -- 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