Hi David,
I guess this answers the question on 3D hardware acceleration. Want good 3D
performance, hardware accelerate your openGL.
What about 2D graphics operations? Android 2.1 seems to have significantly
regressed in this area. We have some apps with extensive animations and on the
same
I profiled in each level in 2D bitmap software case and it shows more time
on repaint /draw, especially in the Java and Graphics (Framework).
I am also looking for some lead on this issue to improve 2D performance.
On Mon, Apr 12, 2010 at 7:56 AM, Disco Stu 010 discostu...@gmail.comwrote:
Hi
For example i will have hardware OpenGL libraly.
But i don't know how to implement it in Android, because it is not
described.
Do you know the methods how to do this?
Or may be you saw some articles about it?
Thanks
On 11 апр, 01:46, David Turner di...@android.com wrote:
On Sat, Apr 10, 2010 at
You mean hardware OpenGL drivers?
Because from log file i see that Android uses software OpenGL:
libGLES_android.so
I/SurfaceFlinger( 1731): SurfaceFlinger is starting
I/SurfaceFlinger( 1731): SurfaceFlinger's main thread ready to run.
Initializing graphics H/W...
init: event { 'add',
On Sat, Apr 10, 2010 at 8:19 AM, supermaximus79 andruschenk...@mail.ruwrote:
You mean hardware OpenGL drivers?
Because from log file i see that Android uses software OpenGL:
libGLES_android.so
Yes, Android provides a software implementation has a fallback, but
performance is not its second
I have built in chip s3c6410 2d and 3d hardware graphics accelerators,
but i don't use them with Android.
I just implemented in my framebuffer driver double buffering and pan
function, which change offset from frame buffer start.
I this not enough to make Android drawing fast?
I know that it's