[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-12 Thread MrSnowflake
20 ms would be 4ms too long for 60fps :). 16ms would be better, that's the time the device has to perform the rendering for a target of 60fps. On Jun 10, 7:20 pm, Streets Of Boston flyingdutc...@gmail.com wrote: I actually do use the Thread.sleep as a hack (i don't like it, but it works...)

[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-12 Thread Streets Of Boston
20ms is fine. The sleep for 20ms is not in the rendering-thread. The sleep for 20ms is in the UI thread receiving touch and trackball events. But, of course, if your user-input needs to be updated more than 50 times a second, then 20ms is too long. On Jun 12, 4:09 am, MrSnowflake

[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-12 Thread Streets Of Boston
Question: Does your app need to receive touch and trackball events at the same time? I.e. the user needs to use two fingers (even 2 hands)? If so, you may want to revise your user-interaction. I have not seen any app yet that forces the user to use two hands. On Jun 11, 1:56 pm, MrChaz

[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-12 Thread MrChaz
The trackball is for movement and the touchscreen is for firing. Worked pretty well using the canvas but it seems that it just isn't possible with the GLSurfaceView as even discarding the touch events seems to choke the trackball events somehow. On Jun 12, 3:19 pm, Streets Of Boston

[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-11 Thread MrChaz
I can't for the life of me get it to work, anyone more suggestions? On Jun 10, 6:20 pm, Streets Of Boston flyingdutc...@gmail.com wrote: I actually do use the Thread.sleep as a hack (i don't like it, but it works...) It just sleeps for just 20 milli seconds, though. It's enough for a

[android-developers] Re: Using the touchscreen and trackball with the GLSurfaceView

2009-06-10 Thread Streets Of Boston
I actually do use the Thread.sleep as a hack (i don't like it, but it works...) It just sleeps for just 20 milli seconds, though. It's enough for a notable improvement in the frame-rate of the other thread (game- thread) and not too big to miss input events. I only do it on the ACTION_MOVE. On