[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-22 Thread quakeboy

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

2009-02-21 Thread suhas

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

2009-02-17 Thread quakeboy

@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

2009-02-17 Thread suhas gavas
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
> >
>

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread fcalzada

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread suhas gavas
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
> >
>

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-17 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-16 Thread Jon Colverson

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

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-16 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread Jon Colverson

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

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy

@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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread Stoyan Damov

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

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread Stoyan Damov

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

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread Jon Colverson

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

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread quakeboy

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
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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread Jon Colverson

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

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