[android-developers] Re: Bug in GL10.texSubImage2D?

2009-09-21 Thread Mark Gjøl
Thank you for that elaborate response. Your assumptions were all correct (and I _did_ do a little too much work when I called texImage2D, I only really needed to do that once, not every time I updated the texture). I now make a Canvas, which I draw my dynamic bitmap to, and just bind that

[android-developers] Re: Bug in GL10.texSubImage2D?

2009-09-21 Thread Robert Green
Mark, 1) It depends. It may be fastest, but the lag you're noticing is probably the resource manager loading the bitmap. Do whatever you can to preload stuff. If you can fit all of your textures into vram at once, do it. Canvas.drawBitmap is pretty fast. texImage2D is pretty fast on a G1

[android-developers] Re: Bug in GL10.texSubImage2D?

2009-09-20 Thread Robert Green
I'm a little confused by what you're doing. You're first calling texImage2D, which uploads mImg to vram as your texture. The very next call you make is texSubImage2D with an offset of 0 and 0, which uploads texture to vram, overwriting mImg. I'm assuming that: 1) mImg is 128x128 2) You first