I wouldn't consider the shaders too complex, though I'm not familiar
with how complex shaders generally are. Below is an example of a
shader that demonstrates the problem.
My goal is well under 60 frames. Since the camera only delivers
around ~20-25 frames, and I'm generally happy if I can pull
Given the number of texture fetches you are doing in your shader I am
not surprised at all if you are getting around 10 fps (it depends on
the hardware of course and I don't know what platform you are testing
on.)
On Tue, Jan 10, 2012 at 4:11 PM, Brad Grimm sna...@gmail.com wrote:
I wouldn't
Hi,
You're doing 9 texture lookups per pixel which might be somewhat time consuming
(especially with samplerExternalOES I'm not familiar with). As a workaround you
could try copying samplerExternalOES texture with basic one line copy-shader
into 'normal' texture and do your more extensive
Agreed. But I'm really curious about the flickering. Is flickering
just a bad side effect of a low framerate, or a bug with (hopefully)
some workaround?
On Jan 10, 5:18 pm, Romain Guy romain...@android.com wrote:
Given the number of texture fetches you are doing in your shader I am
not
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