[android-developers] Re: SW (2D API) vs. HW (openGL) rendering

2009-06-09 Thread Streets Of Boston

Take a look at the Goolge IO sessions for gaming:
http://code.google.com/events/io/sessions.html
http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html

On Jun 9, 10:38 am, Noonien Soong  wrote:
> Is OpenGl rendering faster than the normal Java Canvas drawing?
>
> I'm working on a lil 2d game and am considering trying to use OpenGL
> if its faster..
>
> I won't use any 3d functionality except the depth buffer maybe. So if
> all I do is draw bitmaps, animated sprites and such things without any
> shading,  should I consider trying GL for performance reasons?
>
> Does anyone have any experience with that?
>
> On May 7, 10:45 am, mcmc  wrote:
>
>
>
> > Thanks a lot. :) Very helpful.
>
> > On Apr 28, 4:05 am, "Alistair." 
> > wrote:
>
> > > Take a look at SpriteMethodTest here
>
> > >http://code.google.com/p/apps-for-android/
>
> > > Al.
>
> > > On Apr 27, 9:51 pm, mcmc  wrote:
>
> > > > I'm trying to compare the difference in speed between software and
> > > > hardware graphics rendering, but I'm a little confused...
>
> > > > Can someone please give me a starter?
>
> > > > I have 2 apps right now - one written with only java/android 2D APIs,
> > > > and one written with openGL calls...
>
> > > > Thanks a bunch.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: SW (2D API) vs. HW (openGL) rendering

2009-06-09 Thread Noonien Soong

Is OpenGl rendering faster than the normal Java Canvas drawing?

I'm working on a lil 2d game and am considering trying to use OpenGL
if its faster..

I won't use any 3d functionality except the depth buffer maybe. So if
all I do is draw bitmaps, animated sprites and such things without any
shading,  should I consider trying GL for performance reasons?

Does anyone have any experience with that?



On May 7, 10:45 am, mcmc  wrote:
> Thanks a lot. :) Very helpful.
>
> On Apr 28, 4:05 am, "Alistair." 
> wrote:
>
> > Take a look at SpriteMethodTest here
>
> >http://code.google.com/p/apps-for-android/
>
> > Al.
>
> > On Apr 27, 9:51 pm, mcmc  wrote:
>
> > > I'm trying to compare the difference in speed between software and
> > > hardware graphics rendering, but I'm a little confused...
>
> > > Can someone please give me a starter?
>
> > > I have 2 apps right now - one written with only java/android 2D APIs,
> > > and one written with openGL calls...
>
> > > Thanks a bunch.
>
>
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[android-developers] Re: SW (2D API) vs. HW (openGL) rendering

2009-05-07 Thread mcmc

Thanks a lot. :) Very helpful.

On Apr 28, 4:05 am, "Alistair." 
wrote:
> Take a look at SpriteMethodTest here
>
> http://code.google.com/p/apps-for-android/
>
> Al.
>
> On Apr 27, 9:51 pm, mcmc  wrote:
>
> > I'm trying to compare the difference in speed between software and
> > hardware graphics rendering, but I'm a little confused...
>
> > Can someone please give me a starter?
>
> > I have 2 apps right now - one written with only java/android 2D APIs,
> > and one written with openGL calls...
>
> > Thanks a bunch.
>
>
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[android-developers] Re: SW (2D API) vs. HW (openGL) rendering

2009-04-28 Thread Alistair.

Take a look at SpriteMethodTest here

http://code.google.com/p/apps-for-android/

Al.

On Apr 27, 9:51 pm, mcmc  wrote:
> I'm trying to compare the difference in speed between software and
> hardware graphics rendering, but I'm a little confused...
>
> Can someone please give me a starter?
>
> I have 2 apps right now - one written with only java/android 2D APIs,
> and one written with openGL calls...
>
> Thanks a bunch.
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[android-developers] Re: SW (2D API) vs. HW (openGL) rendering

2009-04-28 Thread MrChaz

The easiest way would be to put to display the frames per second or
seconds per frame.
I'm pretty sure one of the Gl samples displays a counter like that.

On Apr 27, 9:51 pm, mcmc  wrote:
> I'm trying to compare the difference in speed between software and
> hardware graphics rendering, but I'm a little confused...
>
> Can someone please give me a starter?
>
> I have 2 apps right now - one written with only java/android 2D APIs,
> and one written with openGL calls...
>
> Thanks a bunch.
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