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
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
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
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