My apologies if this is a stupid question... Might I get a net frame rate improvement if I did something like this:
* create an FBO of resolution less than the full phone screen dimensions (user-selected quality vs speed option) * do most of my scene rendering into that FBO * then the 'real' (full screen) render would either use the FBO as the starting background color buffer contents, or render it (probably orthographically) as a single quad. * then probably add UI/Text decoration on top of that, where the resolutions really benefits. And, is there some egl glue (I am a glSurfaceView kinda dood) that would automagically do something like this in the first place? Or am I being naive to think the GPU could do its work faster if it was rendering to a lower resolution target? And would the phone with the worst fill rate also be the phone that doesn't support FBOs in the first place? After reading the OpenVR info (thanks again, Lance) I think I might get some improvement by breaking some huge triangles into smaller ones. I have some (water layer, in particular) that are so large they probably get processed by every tile of the screen. Thanks for any insights, - Dan -- 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