[android-developers] Re: 2d background image on a 3d OpenGL game
Actually I need 3d on 2d... I mean the background image (320 x 480) is the performance bottleneck and I need to speed up that part I get 3x frame rate without the background picture alone On Feb 21, 3:27 pm, suhas wrote: > hi quakeboy, > if u want to render 2d on 3d then just use views like textview, > imageview etc . I assure u that it works fine and laso u dont > have to render or draw those view always ... I have used views > with 3d and they are just working fine . > > regards, > Suhas > > On Feb 18, 11:22 am, quakeboy wrote: > > > @suhas thanks a lot for sharing your information > > > I request you to please take part in this thread to help the > > communityhttp://groups.google.com/group/android-developers/browse_thread/threa... > > > On Feb 18, 10:53 am, suhas gavas wrote: > > > > Hi, > > > I m rendering 3 models > > > > model 1 : > > > vertices = 309 > > > Triangles : 232 > > > grp = 19 > > > material 9 > > > joints 0 > > > > model 2 > > > vertices = 258 > > > Triangles : 188 > > > grp = 2 > > > material 2 > > > joints 0 > > > > model 3 > > > vertices = 64 > > > Triangles : 80 > > > grp = 1 > > > material 1 > > > joints 0 > > > > And i m rendering model number 2 twice and getting 40 > > > above fps > > > > regards, > > > suhas > > > > On Tue, Feb 17, 2009 at 9:40 PM, fcalzada wrote: > > > > > Hi, > > > > > you said that with game logic you're getting 45 fps !? > > > > what is the size of your ms3d object (nb of vertex and faces ?) > > > > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > > > > rendering it without 2d overlay and game logic... > > > > > On Feb 17, 11:43 am, suhas gavas wrote: > > > > > hi, > > > > > The max fps u can get can be 60 . I m rendering a 3d > > > > > models(ms3d) ... with game logic i m getting 45 fps > > > > > but prb occurs when touch event is executed > > > > > fps > > > > > falls to 28 - 30fps ... my only worry is touch event ... > > > > > one > > > > > hint to handle touch event is keep constant fps (not dependent on > > > > > device) > > > > > and ur tocuh event will be handled properly > > > > > regards, > > > > > suhas > > > > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > > > > > Cool ! It worked... Thanx a lot > > > > > > I wasn't doing anything different than just using the float versions > > > > > > of the same function .. wonder why it wasn't working for me ? > > > > > > > I am posting more observations which might help someone else. > > > > > > > I can see the sample cube application using the GLSurfaceView and > > > > > > provides a Renderer interface for reusing that code very easily. > > > > > > All I > > > > > > have to do is write a new class which extends Renderer and pass it > > > > > > to > > > > > > setRenderer (Correct me if I am wrong) > > > > > > > BUT I am using only one thread !!! I initialize the OpenGL and > > > > > > render > > > > > > NOT on a different thread like I assume most of you here are doing.. > > > > > > On each touch event I call a draw function whose body is quoted > > > > > > below > > > > > > > //CODE BEGINS > > > > > > > /* I do this after binding and loading the texture image which is > > > > > > 320x480 > > > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > > > new int[] {0, 0, 320, 480}, 0); > > > > > > */ > > > > > > > public final void draw() > > > > > > { > > > > > > long now = System.nanoTime(); > > > > > > GL10 l_gl = gl; > > > > > > > int sss = GL10.GL_BLEND; > > > > > > > l_gl.glDisable(sss); > > > > > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > > > > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > > l_gl.glEnable(sss); > > > > > > > now = System.nanoTime() - now; > > > > > > System.out.println(10/now); > > > > > > } > > > > > > //CODE ENDS > > > > > > > LogCat output from Println shows - 26 or 27 if I click and release > > > > > > at > > > > > > a very very slow rate.. and drops almost below 20 when I click and > > > > > > drag mouse which I assume is because of the touch event eating the > > > > > > CPU > > > > > > cycle which was discussed in another thread. > > > > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > > > > OpenGL on Android ? > > > > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > > > > performance numbers are just the same > > > > > > > Thanks to Android team for their beautiful performance optimization > > > > > > document. > > > > > > I use final, static, local declarations of references whenever > > > > > > possible now... and I can see a huge difference. > > > > > > > O
[android-developers] Re: 2d background image on a 3d OpenGL game
hi quakeboy, if u want to render 2d on 3d then just use views like textview, imageview etc . I assure u that it works fine and laso u dont have to render or draw those view always ... I have used views with 3d and they are just working fine . regards, Suhas On Feb 18, 11:22 am, quakeboy wrote: > @suhas thanks a lot for sharing your information > > I request you to please take part in this thread to help the > communityhttp://groups.google.com/group/android-developers/browse_thread/threa... > > On Feb 18, 10:53 am, suhas gavas wrote: > > > Hi, > > I m rendering 3 models > > > model 1 : > > vertices = 309 > > Triangles : 232 > > grp = 19 > > material 9 > > joints 0 > > > model 2 > > vertices = 258 > > Triangles : 188 > > grp = 2 > > material 2 > > joints 0 > > > model 3 > > vertices = 64 > > Triangles : 80 > > grp = 1 > > material 1 > > joints 0 > > > And i m rendering model number 2 twice and getting 40 > > above fps > > > regards, > > suhas > > > On Tue, Feb 17, 2009 at 9:40 PM, fcalzada wrote: > > > > Hi, > > > > you said that with game logic you're getting 45 fps !? > > > what is the size of your ms3d object (nb of vertex and faces ?) > > > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > > > rendering it without 2d overlay and game logic... > > > > On Feb 17, 11:43 am, suhas gavas wrote: > > > > hi, > > > > The max fps u can get can be 60 . I m rendering a 3d > > > > models(ms3d) ... with game logic i m getting 45 fps > > > > but prb occurs when touch event is executed > > > > fps > > > > falls to 28 - 30fps ... my only worry is touch event ... one > > > > hint to handle touch event is keep constant fps (not dependent on > > > > device) > > > > and ur tocuh event will be handled properly > > > > regards, > > > > suhas > > > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > > > > Cool ! It worked... Thanx a lot > > > > > I wasn't doing anything different than just using the float versions > > > > > of the same function .. wonder why it wasn't working for me ? > > > > > > I am posting more observations which might help someone else. > > > > > > I can see the sample cube application using the GLSurfaceView and > > > > > provides a Renderer interface for reusing that code very easily. All I > > > > > have to do is write a new class which extends Renderer and pass it to > > > > > setRenderer (Correct me if I am wrong) > > > > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > > > > NOT on a different thread like I assume most of you here are doing.. > > > > > On each touch event I call a draw function whose body is quoted below > > > > > > //CODE BEGINS > > > > > > /* I do this after binding and loading the texture image which is > > > > > 320x480 > > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > > new int[] {0, 0, 320, 480}, 0); > > > > > */ > > > > > > public final void draw() > > > > > { > > > > > long now = System.nanoTime(); > > > > > GL10 l_gl = gl; > > > > > > int sss = GL10.GL_BLEND; > > > > > > l_gl.glDisable(sss); > > > > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > > > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > l_gl.glEnable(sss); > > > > > > now = System.nanoTime() - now; > > > > > System.out.println(10/now); > > > > > } > > > > > //CODE ENDS > > > > > > LogCat output from Println shows - 26 or 27 if I click and release at > > > > > a very very slow rate.. and drops almost below 20 when I click and > > > > > drag mouse which I assume is because of the touch event eating the CPU > > > > > cycle which was discussed in another thread. > > > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > > > OpenGL on Android ? > > > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > > > performance numbers are just the same > > > > > > Thanks to Android team for their beautiful performance optimization > > > > > document. > > > > > I use final, static, local declarations of references whenever > > > > > possible now... and I can see a huge difference. > > > > > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > > > > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > > > > but still my speed drops when I draw the background as a textured > > > > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > > > > @Jon > > > > > > > Can you please help me by posting a sample code of what parameters > > > to > > > > > > > pass to > > > > > > > > 1. glTexParameterfv > > > > > > > 2. glDrawTexfOES > > > > > > > > to get them to paint the texture properly. I get a red
[android-developers] Re: 2d background image on a 3d OpenGL game
@suhas thanks a lot for sharing your information I request you to please take part in this thread to help the community http://groups.google.com/group/android-developers/browse_thread/thread/1d94cd6cc4554e8e On Feb 18, 10:53 am, suhas gavas wrote: > Hi, > I m rendering 3 models > > model 1 : > vertices = 309 > Triangles : 232 > grp = 19 > material 9 > joints 0 > > model 2 > vertices = 258 > Triangles : 188 > grp = 2 > material 2 > joints 0 > > model 3 > vertices = 64 > Triangles : 80 > grp = 1 > material 1 > joints 0 > > And i m rendering model number 2 twice and getting 40 > above fps > > regards, > suhas > > On Tue, Feb 17, 2009 at 9:40 PM, fcalzada wrote: > > > Hi, > > > you said that with game logic you're getting 45 fps !? > > what is the size of your ms3d object (nb of vertex and faces ?) > > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > > rendering it without 2d overlay and game logic... > > > On Feb 17, 11:43 am, suhas gavas wrote: > > > hi, > > > The max fps u can get can be 60 . I m rendering a 3d > > > models(ms3d) ... with game logic i m getting 45 fps > > > but prb occurs when touch event is executed fps > > > falls to 28 - 30fps ... my only worry is touch event ... one > > > hint to handle touch event is keep constant fps (not dependent on device) > > > and ur tocuh event will be handled properly > > > regards, > > > suhas > > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > > > Cool ! It worked... Thanx a lot > > > > I wasn't doing anything different than just using the float versions > > > > of the same function .. wonder why it wasn't working for me ? > > > > > I am posting more observations which might help someone else. > > > > > I can see the sample cube application using the GLSurfaceView and > > > > provides a Renderer interface for reusing that code very easily. All I > > > > have to do is write a new class which extends Renderer and pass it to > > > > setRenderer (Correct me if I am wrong) > > > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > > > NOT on a different thread like I assume most of you here are doing.. > > > > On each touch event I call a draw function whose body is quoted below > > > > > //CODE BEGINS > > > > > /* I do this after binding and loading the texture image which is > > > > 320x480 > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > new int[] {0, 0, 320, 480}, 0); > > > > */ > > > > > public final void draw() > > > > { > > > > long now = System.nanoTime(); > > > > GL10 l_gl = gl; > > > > > int sss = GL10.GL_BLEND; > > > > > l_gl.glDisable(sss); > > > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > l_gl.glEnable(sss); > > > > > now = System.nanoTime() - now; > > > > System.out.println(10/now); > > > > } > > > > //CODE ENDS > > > > > LogCat output from Println shows - 26 or 27 if I click and release at > > > > a very very slow rate.. and drops almost below 20 when I click and > > > > drag mouse which I assume is because of the touch event eating the CPU > > > > cycle which was discussed in another thread. > > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > > OpenGL on Android ? > > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > > performance numbers are just the same > > > > > Thanks to Android team for their beautiful performance optimization > > > > document. > > > > I use final, static, local declarations of references whenever > > > > possible now... and I can see a huge difference. > > > > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > > > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > > > but still my speed drops when I draw the background as a textured > > > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > > > @Jon > > > > > > Can you please help me by posting a sample code of what parameters > > to > > > > > > pass to > > > > > > > 1. glTexParameterfv > > > > > > 2. glDrawTexfOES > > > > > > > to get them to paint the texture properly. I get a red color only, > > and > > > > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > > > > with ortho camera's bottom left at 0,0 > > > > > > This is what I'm doing: > > > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > > new int[] {0, 0, 320, 480}, 0); > > > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); >
[android-developers] Re: 2d background image on a 3d OpenGL game
Hi, I m rendering 3 models model 1 : vertices = 309 Triangles : 232 grp = 19 material 9 joints 0 model 2 vertices = 258 Triangles : 188 grp = 2 material 2 joints 0 model 3 vertices = 64 Triangles : 80 grp = 1 material 1 joints 0 And i m rendering model number 2 twice and getting 40 above fps regards, suhas On Tue, Feb 17, 2009 at 9:40 PM, fcalzada wrote: > > Hi, > > you said that with game logic you're getting 45 fps !? > what is the size of your ms3d object (nb of vertex and faces ?) > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > rendering it without 2d overlay and game logic... > > > > > On Feb 17, 11:43 am, suhas gavas wrote: > > hi, > > The max fps u can get can be 60 . I m rendering a 3d > > models(ms3d) ... with game logic i m getting 45 fps > > but prb occurs when touch event is executed fps > > falls to 28 - 30fps ... my only worry is touch event ... one > > hint to handle touch event is keep constant fps (not dependent on device) > > and ur tocuh event will be handled properly > > regards, > > suhas > > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > > > Cool ! It worked... Thanx a lot > > > I wasn't doing anything different than just using the float versions > > > of the same function .. wonder why it wasn't working for me ? > > > > > I am posting more observations which might help someone else. > > > > > I can see the sample cube application using the GLSurfaceView and > > > provides a Renderer interface for reusing that code very easily. All I > > > have to do is write a new class which extends Renderer and pass it to > > > setRenderer (Correct me if I am wrong) > > > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > > NOT on a different thread like I assume most of you here are doing.. > > > On each touch event I call a draw function whose body is quoted below > > > > > //CODE BEGINS > > > > > /* I do this after binding and loading the texture image which is > > > 320x480 > > > > >((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > new int[] {0, 0, 320, 480}, 0); > > > */ > > > > >public final void draw() > > >{ > > >long now = System.nanoTime(); > > >GL10 l_gl = gl; > > > > >int sss = GL10.GL_BLEND; > > > > >l_gl.glDisable(sss); > > >l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > >((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > >l_gl.glEnable(sss); > > > > >now = System.nanoTime() - now; > > >System.out.println(10/now); > > >} > > > //CODE ENDS > > > > > LogCat output from Println shows - 26 or 27 if I click and release at > > > a very very slow rate.. and drops almost below 20 when I click and > > > drag mouse which I assume is because of the touch event eating the CPU > > > cycle which was discussed in another thread. > > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > OpenGL on Android ? > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > performance numbers are just the same > > > > > Thanks to Android team for their beautiful performance optimization > > > document. > > > I use final, static, local declarations of references whenever > > > possible now... and I can see a huge difference. > > > > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > > > but still my speed drops when I draw the background as a textured > > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > > > @Jon > > > > > Can you please help me by posting a sample code of what parameters > to > > > > > pass to > > > > > > > 1. glTexParameterfv > > > > > 2. glDrawTexfOES > > > > > > > to get them to paint the texture properly. I get a red color only, > and > > > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > > > with ortho camera's bottom left at 0,0 > > > > > > This is what I'm doing: > > > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > new int[] {0, 0, 320, 480}, 0); > > > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > > Could the problem be not binding the texture before setting the > > > > parameters? > > > > > > -- > > > > Jon > > > --~--~-~--~~~---~--~~ 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-de
[android-developers] Re: 2d background image on a 3d OpenGL game
lol... you guys are talking about 1000 faces !! I am struggling to achieve 30 fps with 12 - 16 triangles !! On Feb 17, 9:10 pm, fcalzada wrote: > Hi, > > you said that with game logic you're getting 45 fps !? > what is the size of your ms3d object (nb of vertex and faces ?) > > My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just > rendering it without 2d overlay and game logic... > > On Feb 17, 11:43 am, suhas gavas wrote: > > > hi, > > The max fps u can get can be 60 . I m rendering a 3d > > models(ms3d) ... with game logic i m getting 45 fps > > but prb occurs when touch event is executed fps > > falls to 28 - 30fps ... my only worry is touch event ... one > > hint to handle touch event is keep constant fps (not dependent on device) > > and ur tocuh event will be handled properly > > regards, > > suhas > > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > > Cool ! It worked... Thanx a lot > > > I wasn't doing anything different than just using the float versions > > > of the same function .. wonder why it wasn't working for me ? > > > > I am posting more observations which might help someone else. > > > > I can see the sample cube application using the GLSurfaceView and > > > provides a Renderer interface for reusing that code very easily. All I > > > have to do is write a new class which extends Renderer and pass it to > > > setRenderer (Correct me if I am wrong) > > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > > NOT on a different thread like I assume most of you here are doing.. > > > On each touch event I call a draw function whose body is quoted below > > > > //CODE BEGINS > > > > /* I do this after binding and loading the texture image which is > > > 320x480 > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > new int[] {0, 0, 320, 480}, 0); > > > */ > > > > public final void draw() > > > { > > > long now = System.nanoTime(); > > > GL10 l_gl = gl; > > > > int sss = GL10.GL_BLEND; > > > > l_gl.glDisable(sss); > > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > l_gl.glEnable(sss); > > > > now = System.nanoTime() - now; > > > System.out.println(10/now); > > > } > > > //CODE ENDS > > > > LogCat output from Println shows - 26 or 27 if I click and release at > > > a very very slow rate.. and drops almost below 20 when I click and > > > drag mouse which I assume is because of the touch event eating the CPU > > > cycle which was discussed in another thread. > > > > Is my math to measure fps correct ? Is this the maximum potential of > > > OpenGL on Android ? > > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > > performance numbers are just the same > > > > Thanks to Android team for their beautiful performance optimization > > > document. > > > I use final, static, local declarations of references whenever > > > possible now... and I can see a huge difference. > > > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > > but still my speed drops when I draw the background as a textured > > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > > @Jon > > > > > Can you please help me by posting a sample code of what parameters to > > > > > pass to > > > > > > 1. glTexParameterfv > > > > > 2. glDrawTexfOES > > > > > > to get them to paint the texture properly. I get a red color only, and > > > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > > > with ortho camera's bottom left at 0,0 > > > > > This is what I'm doing: > > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > > new int[] {0, 0, 320, 480}, 0); > > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > > Could the problem be not binding the texture before setting the > > > > parameters? > > > > > -- > > > > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
Hi, you said that with game logic you're getting 45 fps !? what is the size of your ms3d object (nb of vertex and faces ?) My scene includes 1000 faces, and I'm getting only 10 - 12 fps... just rendering it without 2d overlay and game logic... On Feb 17, 11:43 am, suhas gavas wrote: > hi, > The max fps u can get can be 60 . I m rendering a 3d > models(ms3d) ... with game logic i m getting 45 fps > but prb occurs when touch event is executed fps > falls to 28 - 30fps ... my only worry is touch event ... one > hint to handle touch event is keep constant fps (not dependent on device) > and ur tocuh event will be handled properly > regards, > suhas > > On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > > Cool ! It worked... Thanx a lot > > I wasn't doing anything different than just using the float versions > > of the same function .. wonder why it wasn't working for me ? > > > I am posting more observations which might help someone else. > > > I can see the sample cube application using the GLSurfaceView and > > provides a Renderer interface for reusing that code very easily. All I > > have to do is write a new class which extends Renderer and pass it to > > setRenderer (Correct me if I am wrong) > > > BUT I am using only one thread !!! I initialize the OpenGL and render > > NOT on a different thread like I assume most of you here are doing.. > > On each touch event I call a draw function whose body is quoted below > > > //CODE BEGINS > > > /* I do this after binding and loading the texture image which is > > 320x480 > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > new int[] {0, 0, 320, 480}, 0); > > */ > > > public final void draw() > > { > > long now = System.nanoTime(); > > GL10 l_gl = gl; > > > int sss = GL10.GL_BLEND; > > > l_gl.glDisable(sss); > > l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); > > ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); > > l_gl.glEnable(sss); > > > now = System.nanoTime() - now; > > System.out.println(10/now); > > } > > //CODE ENDS > > > LogCat output from Println shows - 26 or 27 if I click and release at > > a very very slow rate.. and drops almost below 20 when I click and > > drag mouse which I assume is because of the touch event eating the CPU > > cycle which was discussed in another thread. > > > Is my math to measure fps correct ? Is this the maximum potential of > > OpenGL on Android ? > > I tried using 256x256, 512x512 textures scaled to 320x480 and > > performance numbers are just the same > > > Thanks to Android team for their beautiful performance optimization > > document. > > I use final, static, local declarations of references whenever > > possible now... and I can see a huge difference. > > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > but still my speed drops when I draw the background as a textured > > > > quad. and I am not able to get the drawtexfOES to work. > > > > > @Jon > > > > Can you please help me by posting a sample code of what parameters to > > > > pass to > > > > > 1. glTexParameterfv > > > > 2. glDrawTexfOES > > > > > to get them to paint the texture properly. I get a red color only, and > > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > > with ortho camera's bottom left at 0,0 > > > > This is what I'm doing: > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > > new int[] {0, 0, 320, 480}, 0); > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > Could the problem be not binding the texture before setting the > > > parameters? > > > > -- > > > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
hi, The max fps u can get can be 60 . I m rendering a 3d models(ms3d) ... with game logic i m getting 45 fps but prb occurs when touch event is executed fps falls to 28 - 30fps ... my only worry is touch event ... one hint to handle touch event is keep constant fps (not dependent on device) and ur tocuh event will be handled properly regards, suhas On Tue, Feb 17, 2009 at 3:49 PM, quakeboy wrote: > > Cool ! It worked... Thanx a lot > I wasn't doing anything different than just using the float versions > of the same function .. wonder why it wasn't working for me ? > > I am posting more observations which might help someone else. > > I can see the sample cube application using the GLSurfaceView and > provides a Renderer interface for reusing that code very easily. All I > have to do is write a new class which extends Renderer and pass it to > setRenderer (Correct me if I am wrong) > > BUT I am using only one thread !!! I initialize the OpenGL and render > NOT on a different thread like I assume most of you here are doing.. > On each touch event I call a draw function whose body is quoted below > > //CODE BEGINS > > /* I do this after binding and loading the texture image which is > 320x480 > >((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > new int[] {0, 0, 320, 480}, 0); > */ > > >public final void draw() >{ >long now = System.nanoTime(); >GL10 l_gl = gl; > >int sss = GL10.GL_BLEND; > >l_gl.glDisable(sss); >l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); >((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); >l_gl.glEnable(sss); > >now = System.nanoTime() - now; >System.out.println(10/now); >} > //CODE ENDS > > LogCat output from Println shows - 26 or 27 if I click and release at > a very very slow rate.. and drops almost below 20 when I click and > drag mouse which I assume is because of the touch event eating the CPU > cycle which was discussed in another thread. > > Is my math to measure fps correct ? Is this the maximum potential of > OpenGL on Android ? > I tried using 256x256, 512x512 textures scaled to 320x480 and > performance numbers are just the same > > Thanks to Android team for their beautiful performance optimization > document. > I use final, static, local declarations of references whenever > possible now... and I can see a huge difference. > > On Feb 16, 6:47 pm, Jon Colverson wrote: > > On Feb 16, 12:57 pm, quakeboy wrote: > > > > > but still my speed drops when I draw the background as a textured > > > quad. and I am not able to get the drawtexfOES to work. > > > > > @Jon > > > Can you please help me by posting a sample code of what parameters to > > > pass to > > > > > 1. glTexParameterfv > > > 2. glDrawTexfOES > > > > > to get them to paint the texture properly. I get a red color only, and > > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > > with ortho camera's bottom left at 0,0 > > > > This is what I'm doing: > > > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > > new int[] {0, 0, 320, 480}, 0); > > > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > > > Could the problem be not binding the texture before setting the > > parameters? > > > > -- > > Jon > > > --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
Cool ! It worked... Thanx a lot I wasn't doing anything different than just using the float versions of the same function .. wonder why it wasn't working for me ? I am posting more observations which might help someone else. I can see the sample cube application using the GLSurfaceView and provides a Renderer interface for reusing that code very easily. All I have to do is write a new class which extends Renderer and pass it to setRenderer (Correct me if I am wrong) BUT I am using only one thread !!! I initialize the OpenGL and render NOT on a different thread like I assume most of you here are doing.. On each touch event I call a draw function whose body is quoted below //CODE BEGINS /* I do this after binding and loading the texture image which is 320x480 ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, new int[] {0, 0, 320, 480}, 0); */ public final void draw() { long now = System.nanoTime(); GL10 l_gl = gl; int sss = GL10.GL_BLEND; l_gl.glDisable(sss); l_gl.glBindTexture(GL10.GL_TEXTURE_2D, t); ((GL11Ext)l_gl).glDrawTexiOES(0, 0, 0, 320, 480); l_gl.glEnable(sss); now = System.nanoTime() - now; System.out.println(10/now); } //CODE ENDS LogCat output from Println shows - 26 or 27 if I click and release at a very very slow rate.. and drops almost below 20 when I click and drag mouse which I assume is because of the touch event eating the CPU cycle which was discussed in another thread. Is my math to measure fps correct ? Is this the maximum potential of OpenGL on Android ? I tried using 256x256, 512x512 textures scaled to 320x480 and performance numbers are just the same Thanks to Android team for their beautiful performance optimization document. I use final, static, local declarations of references whenever possible now... and I can see a huge difference. On Feb 16, 6:47 pm, Jon Colverson wrote: > On Feb 16, 12:57 pm, quakeboy wrote: > > > but still my speed drops when I draw the background as a textured > > quad. and I am not able to get the drawtexfOES to work. > > > @Jon > > Can you please help me by posting a sample code of what parameters to > > pass to > > > 1. glTexParameterfv > > 2. glDrawTexfOES > > > to get them to paint the texture properly. I get a red color only, and > > not the actual texture. I use a 2d ortho with 320,480 as extents.. > > with ortho camera's bottom left at 0,0 > > This is what I'm doing: > > gl.glBindTexture(GL10.GL_TEXTURE_2D, name); > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); > ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, > GL11Ext.GL_TEXTURE_CROP_RECT_OES, > new int[] {0, 0, 320, 480}, 0); > > ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); > > Could the problem be not binding the texture before setting the > parameters? > > -- > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Feb 16, 12:57 pm, quakeboy wrote: > but still my speed drops when I draw the background as a textured > quad. and I am not able to get the drawtexfOES to work. > > @Jon > Can you please help me by posting a sample code of what parameters to > pass to > > 1. glTexParameterfv > 2. glDrawTexfOES > > to get them to paint the texture properly. I get a red color only, and > not the actual texture. I use a 2d ortho with 320,480 as extents.. > with ortho camera's bottom left at 0,0 This is what I'm doing: gl.glBindTexture(GL10.GL_TEXTURE_2D, name); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0); ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, new int[] {0, 0, 320, 480}, 0); ((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480); Could the problem be not binding the texture before setting the parameters? -- Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
I have learnt quite a lot of developing mobile applications in this project. I have improved the speed to a good extent by using the points given in the android performance optimization tips documentation in android development site. I must not have been blaming opengl es alone. I made a great deal visible speed difference by just using the local reference for arrays before looping and by using final and static at proper places and by avoiding enums, and class member referencing. but still my speed drops when I draw the background as a textured quad. and I am not able to get the drawtexfOES to work. @Jon Can you please help me by posting a sample code of what parameters to pass to 1. glTexParameterfv 2. glDrawTexfOES to get them to paint the texture properly. I get a red color only, and not the actual texture. I use a 2d ortho with 320,480 as extents.. with ortho camera's bottom left at 0,0 On Feb 13, 10:30 am, Jon Colverson wrote: > On Feb 13, 5:06 am, quakeboy wrote: > > > Thank you very much for your reply. I checked out the extension, I did > > not know I can add other extensions except the ones in GL10Ext.. > > I read the jsr239 docs and found how to load it too.. Thanks a lot > > once again. > > I didn't need to do anything unusual to load it; I just usedGL11Ext. > > > Yes I forgot to add that Opengl is NOT running in separate like in > > Android samples. > > I call the draw and render on the touch screen event. > > Ahh, that's an unusual way of doing things. I'm not certain that's > what is causing the slowness, but it seems likely. > > -- > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Feb 13, 8:21 am, Stoyan Damov wrote: > Jon, search my posts (I have a few on this list) for "touch screen" - > Dianne explained pretty well why touch slows the game, and a > workaround for that. In short, you need to put your main thread to > sleep after you handle a touch event, otherwise Android will keep > pushing touch events to it and the thread simply steals CPU from your > game thread. In my game I sleep the main thread 100ms after a touch is > handled, taking as much as 10 touch events/sec (which is quite > enough). This has completely wiped out the touch handling in > traceview's profiling output. I also override dispatchTouchEvent, > which short-circuits a bit more Android code. Thanks so much for the hint Stoyan! 10 events/sec wasn't appropriate for my game so I used a slightly different technique, but it's made a significant difference! I'll post in your thread about what I did so that the relevant info is in the same place. -- Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
@Stoyan Thank you very much. I will soon post more info and results after implementing, so that it helps developers in the future. On Feb 13, 2:03 pm, Stoyan Damov wrote: > On Fri, Feb 13, 2009 at 10:53 AM, quakeboy wrote: > > > Thanx Stoyan for your input. I have read that post long ago and helped > > me understand. > > > Just a quick question.. > > Is 100ms of sleep okay, > > even if you want to do something like move objects in your game by > > touch and drag action on the screen ? > > It depends on your game (you probably don't want to disclose much > information about it) but that's 10 moves/sec. You need to experiment > to see how much sleep is good enough for your game, but I'll give you > this hint that the max move events I've seen before I put the sleeps > were like 70/sec. This means that you if your put your main thread to > sleep ~14 ms after it handles the touch move event you'll still get > the max 70 events/sec. > > Cheers, > Stoyan --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Fri, Feb 13, 2009 at 10:53 AM, quakeboy wrote: > > Thanx Stoyan for your input. I have read that post long ago and helped > me understand. > > Just a quick question.. > Is 100ms of sleep okay, > even if you want to do something like move objects in your game by > touch and drag action on the screen ? > It depends on your game (you probably don't want to disclose much information about it) but that's 10 moves/sec. You need to experiment to see how much sleep is good enough for your game, but I'll give you this hint that the max move events I've seen before I put the sleeps were like 70/sec. This means that you if your put your main thread to sleep ~14 ms after it handles the touch move event you'll still get the max 70 events/sec. Cheers, Stoyan --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
Thanx Stoyan for your input. I have read that post long ago and helped me understand. Just a quick question.. Is 100ms of sleep okay, even if you want to do something like move objects in your game by touch and drag action on the screen ? On Feb 13, 1:21 pm, Stoyan Damov wrote: > On Fri, Feb 13, 2009 at 1:42 AM, Jon Colverson wrote: > > > On Feb 12, 2:50 pm, quakeboy wrote: > >> I don't think OpenGL ES 1.0 is so incapable that it can't give me > >> atleast 25-30 fps with just 12 triangles which you one 256x256 texture > >> and one 64x64 textures (used by 5 quads) > > > My game does a very similar amount of drawing and I get ~60 fps if > > sound is disabled and the touchscreen is not in use. > > Jon, search my posts (I have a few on this list) for "touch screen" - > Dianne explained pretty well why touch slows the game, and a > workaround for that. In short, you need to put your main thread to > sleep after you handle a touch event, otherwise Android will keep > pushing touch events to it and the thread simply steals CPU from your > game thread. In my game I sleep the main thread 100ms after a touch is > handled, taking as much as 10 touch events/sec (which is quite > enough). This has completely wiped out the touch handling in > traceview's profiling output. I also override dispatchTouchEvent, > which short-circuits a bit more Android code. > > Cheers, > Stoyan --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Fri, Feb 13, 2009 at 1:42 AM, Jon Colverson wrote: > > On Feb 12, 2:50 pm, quakeboy wrote: >> I don't think OpenGL ES 1.0 is so incapable that it can't give me >> atleast 25-30 fps with just 12 triangles which you one 256x256 texture >> and one 64x64 textures (used by 5 quads) > > My game does a very similar amount of drawing and I get ~60 fps if > sound is disabled and the touchscreen is not in use. > Jon, search my posts (I have a few on this list) for "touch screen" - Dianne explained pretty well why touch slows the game, and a workaround for that. In short, you need to put your main thread to sleep after you handle a touch event, otherwise Android will keep pushing touch events to it and the thread simply steals CPU from your game thread. In my game I sleep the main thread 100ms after a touch is handled, taking as much as 10 touch events/sec (which is quite enough). This has completely wiped out the touch handling in traceview's profiling output. I also override dispatchTouchEvent, which short-circuits a bit more Android code. Cheers, Stoyan --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
Thank you very much again. GL11Ext ?? So we can actually use that ? I think I read Android supports only OpenGL ES 1.0... So can we use the GL11 also ? I guess I must have read an old article or something ? 'OpenGL ES-CM 1.0' was returned by glGetString I have an actual device. I will try out and tell you the results. Your input has helped me a lot. Thanks. On Feb 13, 10:30 am, Jon Colverson wrote: > On Feb 13, 5:06 am, quakeboy wrote: > > > Thank you very much for your reply. I checked out the extension, I did > > not know I can add other extensions except the ones in GL10Ext.. > > I read the jsr239 docs and found how to load it too.. Thanks a lot > > once again. > > I didn't need to do anything unusual to load it; I just used GL11Ext. > > > Yes I forgot to add that Opengl is NOT running in separate like in > > Android samples. > > I call the draw and render on the touch screen event. > > Ahh, that's an unusual way of doing things. I'm not certain that's > what is causing the slowness, but it seems likely. > > -- > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Feb 13, 5:06 am, quakeboy wrote: > Thank you very much for your reply. I checked out the extension, I did > not know I can add other extensions except the ones in GL10Ext.. > I read the jsr239 docs and found how to load it too.. Thanks a lot > once again. I didn't need to do anything unusual to load it; I just used GL11Ext. > Yes I forgot to add that Opengl is NOT running in separate like in > Android samples. > I call the draw and render on the touch screen event. Ahh, that's an unusual way of doing things. I'm not certain that's what is causing the slowness, but it seems likely. -- Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
Thank you very much for your reply. I checked out the extension, I did not know I can add other extensions except the ones in GL10Ext.. I read the jsr239 docs and found how to load it too.. Thanks a lot once again. Yes I forgot to add that Opengl is NOT running in separate like in Android samples. I call the draw and render on the touch screen event. but will that cause it slow down soo much ?? I will try that extension and let you know On Feb 13, 4:42 am, Jon Colverson wrote: > On Feb 12, 2:50 pm, quakeboy wrote: > > > I don't thinkOpenGLES 1.0 is so incapable that it can't give me > > atleast 25-30 fps with just 12 triangles which you one 256x256 texture > > and one 64x64 textures (used by 5 quads) > > My game does a very similar amount of drawing and I get ~60 fps if > sound is disabled and the touchscreen is not in use. > > > Please help me by letting me know what my mistake is... > > BTW, if I comment out the background quad drawing alone, its fast > > enough... > > I'm using the draw_texture extension to draw my > background:http://www.khronos.org/registry/gles/extensions/OES/OES_draw_texture.txt > but the speed improvement over drawing a quad isn't that dramatic, so > I don't know if that's your problem. > > Can you post your code somewhere? > > -- > Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---
[android-developers] Re: 2d background image on a 3d OpenGL game
On Feb 12, 2:50 pm, quakeboy wrote: > I don't think OpenGL ES 1.0 is so incapable that it can't give me > atleast 25-30 fps with just 12 triangles which you one 256x256 texture > and one 64x64 textures (used by 5 quads) My game does a very similar amount of drawing and I get ~60 fps if sound is disabled and the touchscreen is not in use. > Please help me by letting me know what my mistake is... > BTW, if I comment out the background quad drawing alone, its fast > enough... I'm using the draw_texture extension to draw my background: http://www.khronos.org/registry/gles/extensions/OES/OES_draw_texture.txt but the speed improvement over drawing a quad isn't that dramatic, so I don't know if that's your problem. Can you post your code somewhere? -- Jon --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---