If glTexImage2D is more than 100ms, glTexSubImage2D doesn't make any
sense.
I found that this will only happen on phones with snapDragon chips,
like Nexus one, Liquid and so on.
I tried a lot, can't solve it yet.

On 2月24日, 下午5时19分, Ralf Schneider <li...@gestaltgeber.com> wrote:
> 2010/2/24 Jonathan <jon.aposto...@gmail.com>
>
> > It's a 2D application, and the contents of the "screen" (as
> > represented by this internal array I'm passing around) can change at
> > any given time.  I'm think I may have to use some combination of sub
> > texture updates in order to get what want and have it be smooth.
> > Uploading a 512x256 texture each frame may be too much.
>
> > Any other ideas how I can speed this up?
>
> You can try: glTexSubImage2D
> <http://www.khronos.org/opengles/documentation/opengles1_0/html/glTexS...>instead
> of glTexImage2D. Usually this function is the right choice to update
> textures frequently.
>
> glTexSubImage2D may have the advantage to not require the OpenGL Es memory
> management system, because an existing texture (memory area) gets updated.
>
> Furthermore some OpenGL ES implementation implicit convert textures to one
> of its internal formats. For example the implementation may convert all
> textures to 565 or 4444 regardless of the format you provide.
> Thus, if you provide textures in an native format the implementation could
> do a plain copy of the data, instead of a more expensive conversion.
>
> ... But i have no real data available. These are just general advices
> floating in the intertubes.
>
> Regards,
> Ralf

-- 
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

Reply via email to