[android-developers] Re: OpenGL - From 60 fps to 8 fps just rotating a textured square by 90 degrees

2010-03-03 Thread Michele Scorcia
I understand what you are saying about the perpendicular surface optimization but to me it seems more a progressive behaviour related to the angle. Actually I was mistakenly using 32 bit textures but I changed them to 16 bit ones and the numbers remain the same. The square is large as the

[android-developers] Re: OpenGL - From 60 fps to 8 fps just rotating a textured square by 90 degrees

2010-03-02 Thread Michele Scorcia
Thank you for the reply and the suggestion. It seems to me that changing the mag/min filter to nearest was a test I've already done in the past together with other combination of options but I retested it anyway and there is a slight improvement that is the fps at 90° pass from 8 to 11 for the 1

[android-developers] Re: OpenGL - From 60 fps to 8 fps just rotating a textured square by 90 degrees

2010-03-02 Thread Robert Green
For a perpendicular surface optimization, it's not about how much rotation but if there is _any_ rotation. It's like this - perfectly aligned = optimized. Anything other than perfectly aligned = additional processing. So that would make sense as to why you're seeing a high framerate with an

[android-developers] Re: OpenGL - From 60 fps to 8 fps just rotating a textured square by 90 degrees

2010-03-01 Thread Robert Green
The MSM7200 contains many optimizations to make certain types of filling fast. I never run full screen, 512 textures with linear min and mag on like you have in your code. Try it with nearest neighbor on both and see how it goes. On Mar 1, 3:10 am, Michele Scorcia michele.scor...@gmail.com