There are lots of optimizations but really at the end of the day you
will be fill-bound. Try playing Light Racer 3D (basic or normal) and
hit menu for settings, then turn off "advanced graphics". All that
does is turn off the skysphere, which is only 150 triangles or so, and
doesn't enable blend
Looks really nice =)
as you meantion 2-3 times there isn't a floating point cpu and I think
that pulls down a bit and VBOs etc would probably help a lot but at
least that gives me a little bit of hope ^^
On Nov 10, 9:52 pm, "Michael Leahy (Tactel US)"
wrote:
> and now for the video (remember it's
and now for the video (remember it's the 1st moment I actually got it
running back in April.
http://www.youtube.com/watch?v=fokeI3Ynuc4
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G1/ADP1 is definitely fill bound. Here is a bit of code that works
the G1 over. I have a Quake3 class game engine / level renderer done
in all Java / OpenGL and OpenGL ES on Android. I've yet to update
things to use VBOs, so it's all vertex arrays and there is massive
curved surfaces which I don't
I can understand the texturing/filling takes power but could it really
be as bad as dragging it down to 2,5%?
Sounds really, really bad but I have been thinking a bit about this
and come up with a two other things that might also play big roles in
pulling down the amount;
First off, (and this is a
Jni is not really a big factor in this. In my experience, if you use
vbos, you're not nearly as triangle bound as you are fill bound. If
you're only filling half the screen and you use vbos with no normals
and no index, I imagine you could get up there with vert count.
Here's a little test to se
Ok so no where near the chips full potential then, sad to hear, did you use
buffers and minimized glcalls? I'm guessing you used only Java and no native
code? Though the JNI might be the bottleneck?
On Nov 10, 2009 7:44 AM, "Jeremy Slade" wrote:
4-5k polys per frame seems about right from my exp
4-5k polys per frame seems about right from my experience on a G1
On Nov 9, 1:42 pm, Patrick wrote:
> Well I've been searching for this information for a while and can't
> find any resent real world numbers, the Qualcomm® MSM7200A™, 528 MHz
> is said to be able to produce 4 MPolys/sec bu
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