Eong,

You said you are uploading every frame just to draw text?  There are
much more efficient ways to do that.

On Apr 16, 11:14 am, Eong <eong.c...@gmail.com> wrote:
> I'm afraid it's not a same problem.
> My problem only happenes on Snapdragon phones.
> It's fine on Milestone or Droid. I found a few threads about this but
> no solution.
>
> On 4月16日, 下午9时15分, Felipe Silveira <webfel...@gmail.com> wrote:
>
>
>
>
>
> > Just a guess: It can be the same error reported 
> > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > Take a look...
>
> > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > On Fri, Apr 16, 2010 at 8:40 AM, Eong <eong.c...@gmail.com> wrote:
> > > Hi,
> > > We are developing 2D games. And we found our game works fine except
> > > the snapdragon chips, like Nexus one and Liquid A1. It even runs fine
> > > on G1.
>
> > > We use GLSurfaceView, and we use glTexImage2D and glTexIsubmage2D to
> > > put on the text and then draw.
> > > The glTexImage2D class take more than 100ms on Nexus one (1024x512 pix
> > > tex). It's very strange, G1 is even faster than this.
> > > If anyone know something about this?
>
> > > ---------------------Code
> > > snip-----------------------------------------------
> > >                                        gl.glClear(GL10.GL_COLOR_BUFFER_BIT
> > > | GL10.GL_DEPTH_BUFFER_BIT);
>
> > >  gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
> > > m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
>
> > >                                        ((GL11Ext)gl).glDrawTexiOES(0, 0, 
> > > 0,
> > > m_width, m_height);
>
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> > --
> > Felipe Silveira
> > Engenharia da Computação
> > Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
> > MSN: felipeuni...@hotmail.com
> > -------------------------------------------------
>
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