[android-developers] Re: Fil-rate workaround with FBOs?

2010-09-15 Thread Samsyn
Well, I ran the experiement... 1.) it does work, though apparently the FBO texture ends up upside down with relation to all my other textures, so I had to do a little correction for that 2.) it does increase the frame rate, but not substantially 3.) it does look worse (a 256x256 FBO is not too awf

[android-developers] Re: Fil-rate workaround with FBOs?

2010-09-16 Thread Samsyn
I have a followup question, of course... So, I am successfully rendering my scene to an FBO-texture, then using that texture on a Quad in the background (so GPU renders to FBO dimensions, and quad stretches it to screen dimensions). And it works. So, I thought, perhaps the OES drawTex function w

Re: [android-developers] Re: Fil-rate workaround with FBOs?

2010-09-15 Thread Leigh McRae
Fill rate does seem to be the biggest issue with performance. I would make sure you have stuff like blending off to make the quad go as fast as it can. On 9/15/2010 4:30 AM, Samsyn wrote: Well, I ran the experiement... 1.) it does work, though apparently the FBO texture ends up upside down