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