Android :: OpenGL Poor Performance With Textures?

Jan 30, 2010

So I'm doing some simple 2D stuff with OpenGL on Android and found the performance to be very, very poor. To give you an example, I made an app with a full screen LSurfaceView. I loaded a 512x1024 texture (containing a 480x854 image), set up an orthogonal 2D matrix, and set it to draw a 480x854 pixel quad with that texture, using vertex and texture arrays. Lighting, dither, blending, etc. is disabled.

I would expect this to run at 60fps without problem, but that simple operation already drags the frame drawing time to 19ms/frame. If I add some more small textured quads around the screen, the drawing time goes up to 22/24ms. If I enable blending it balloons to 28/30ms. This is testing on a Motorola Milestone, running 2.0.1. Is this normal? Am I doing something wrong or is it just a common problem in Android?

Android :: OpenGL poor performance with textures?


Android :: OpenGL Textures

Feb 17, 2010

I'm learning OpenGL on my own atm and I have a question about texturing a surface:

I can create a simple polygon like this:

CODE:......

Then I load all of that info into the approriate buffers and draw it to the screen with a call to:

CODE:..

My question:

I'm looking for a good example of how to take an image and texture it to the surface.

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Android :: Transparent Textures In OpenGL ES

Jun 21, 2010

I can't seem to get GLUtils.texImage2D to use my full RGBA (A=my alpha component).

I've tried doing setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888);

I've tried converting the source image (.png in ARGB) to RGBA.. which works ok for the ordering of data before texImage2D, but when it draws, it draws yellow where it should be "transparent white"... which suggests it's diminishing the "B"(blue) component instead of the A(alpha) component. But the same thing happens when I just use the orignal ARGB data instead ("B" diminishes instead of "A", leaving yellow).

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Android :: OpenGL More Textures For One Rect

Nov 1, 2010

In Android OpenGL ES, I want to be able to switch textures for a given Rectangle. I have one rect and I put two textures, depending on different conditions. I just want to switch between textures.

I followed this code to create the textures: http://blog.poweredbytoast.com/loading-opengl-textures-in-android but it seems that this is only for one texture.

If I use only one texture, it renders fine, but then I don't know how to tell the rect to use another texture (same rect, different texture). Do I do something like "setTexture" with the ID that is generated in loadTextures()? Do I have to have an array with texture names (numbers) that I then change .. I just don't get it..

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Android :: Enlarging Textures In OpenGL ES ?

Feb 19, 2010

I need to enlarge(Zoom) Textures when I hold&drag at the corners.

I am using glOrtho() to setup ModelView.

CODE:.............

I am able to do hit-test and detect corners of the images(Textures) on the screen.

Now I need to enlarge(zoom) the image(texture). I have offset values, means how far I moved on the screen in X,Y directions.

If I need to use glScalef(), it will accept values in percentage(I think). How can I map the offset values to this percentage value.

or is there any other way to zoom(ie by enlarging the background polygon vertices, so that the mapped texture will automatically get zoomed) ? In this method, I am fixing the polygon sides at time of Surface Creation.

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Android :: Loading Textures In OpenGL ES App

Mar 23, 2010

Good pattern for loading textures in an Android Java & OpenGL ES app.

My first concern is determining how many texture names to allocate and how I can efficiently go about doing this prior to rendering my vertices.

My second concern is in loading the textures, I have to infer the texture to be loaded based on my game data. This means I'll be playing around with strings, which I understand is something I really shouldn't be doing in my GL thread.

Overall I understand what's happening when loading textures, I just want to get the best lifecycle out of it. Are there any other things I should be considering?

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Android :: What Is Best Way To Implement Dynamic Textures In OpenGL ES?

Jul 2, 2009

I have a texture-mapped cube based in part on the Kube API demo and the Textured Cube example from anddev.org, It is working fine using bitmaps loaded from R.drawable.. what I need to do now is to make the texture for each face dynamic (using Bitmaps created in code). I'm having trouble understanding how to change the textures on the fly and I'm hoping someone can point me in the right direction.What would I need to change in this code to allow an existing texture to be replaced (eg. a new Bitmap would be passed in instead of loading the resource, but when I try this the texture remains unchanged).

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Android :: Track Memory Used By OpenGL Textures?

Jun 19, 2010

How do I track the memory used by OpenGL textures in Android? I understand the texture memory is on the Video RAM, but do they get swapped in with the RAM? If I call glGenTextures and do not call glDeleteTextures, how does it impact the memory usage of my current process?

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Android :: Blank Textures On Droid (OpenGL)

Dec 28, 2009

I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.

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Android :: OpenGL ES Loading Textures After OnSurfaceChanged

Dec 5, 2009

I'm using GLSurfaceView for one of my applications and I've encountered a problem. It seems I can only create textures when in onSurfaceChanged, after that glGenTextures only returns 0. I've tried without glGenTextures and keeping track of texture indices myself, but the textures generated just turn up white. Is it only possible to load these types of resources in onSurfaceChanged (and possible onSurfaceCreated)? Or am I missing something?

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Android :: OpenGL ES Multiple Textures For One Rect

Nov 1, 2010

In Android OpenGL ES, I want to be able to switch textures for a given Rectangle. I have one rect and I put two textures, depending on different conditions. I just want to switch between textures.

I followed this code to create the textures: link text

and they render fine, but then I don't know how to tell the given rect to use another texture. Do I do something like "setTexture" with the ID that is generated in loadTextures() ? Do I have to have an array with texture names (numbers) that I then change .. I just don't get it..

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Android :: Mapping Multiple Textures To Cube In OpenGL ES

Jun 25, 2010

I have just began opengl programming in android and i am fairly new to opengl as well. I've been using nehe's opengl tutorials as well as insanitydesign's android ports.I successfully managed to create a cube with a single texture mapped to all its 6 faces. I even mapped multiple textures to different faces of the cube.But the way I did it was to create 6 faces seperately, have 6 seperate index and texture buffers and then using glBindTexture() with the selected texture for each face and then calling glDrawElements. Isn't there an efficient way around this. Should i use a cube map texture instead of a GL_TEXTURE_2D?

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Android :: OpenGL ES Render Textures Of Non Base 2 Dimensions

Sep 18, 2010

Question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true?

My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste extra memory?

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Android :: OpenGL Textures Fails On Motorola Milestone

Jun 30, 2010

I have troubles with OpenGL textures on Motorola Milestone with 2.1 firmware. Each call to glGenTextures fails with error GL_INVALID_OPERATION and sets the id with random numbers. The exact same application works on G1 without any error.

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Android :: Text Textures With Custom Fonts OpenGL ES

Sep 10, 2010

I'm creating an opengl es application and I would like to be able to dynamically create the text of my buttons etc.

The 2 obvious reasons for that are:

-to be modular (changing the text quickly without using photoshop)

-to be able to add languages later down the line

give me the basic steps/functions to:

create textures form text load custom fonts to display text textures with the chosen custom font indicate if I can use this for loading Kanji ?

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Android :: Map Performance Poor Because Of Many Overlays?

Apr 17, 2010

I have a map in my android application that shows many markers (~20-50). But the app performs very poor when i try to scroll/zoom (in Google Android Maps i did a sample search for pizza and there were also some 20-50 results found and i didn't notice any particular performance problems when zooming/scrolling through the map).

onCreate() {
....
drawable = this.getResources().getDrawable(R.drawable.marker1);
itemizedOverlay = new MyItemizedOverlay(drawable,mapView);
...
callWebServiceToRetrieveData();

createMarkers();
}..............................

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HTC EVO 4G :: Poor 4 G Performance?

Jul 13, 2010

Am I the only one, or is there a problem with the EVO and 4G speeds? In the Houston Area, I get anywhere from around 600 kb/s to 2600 kb/s speed. In most all cases, the 3G speed is faster than the 4G. At home, I average around 700 kb/s with 2-4 bars signal strength showing. Tech support is working on this with me and trying to determine if it's a phone problem, or tower problems. I had a chance today to journey around the area within about a 10 mile distance, thus insuring it changed towers. Service stinks on 4g, to say the least. Clearwire tells Sprint Tech Support that the tower for my home has low use, and good throughput. If the tower is good, and the software on the tower, then there may be a HTC EVO problem of some kind as this is the same on 3 different HTC EVO's purchased within 2 days of each other.

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Android :: Poor Roaming Performance - Can't Connect To INTERNET

Jun 22, 2010

I'm encountering very poor roaming performance. When my device switch from 3G to Wifi and vice versa, my application can't connect to the INTERNET for about 10 minutes. The given error is connection timeout: socket is not connected. I've already posted a similar problem here: http://groups.google.com/group/android-developers/browse_thread/threa... But I've noticed that it's not related to HttpUrlConnection. I've tried Apache Api to make my connections and the result is the same. Am I the only one facing this problem ? Could it be a platform bug?

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Android :: Motorola Droid - Poor Accelerometer Performance

Dec 7, 2009

I just got my Motorola Droid and installed my little accelerometer app right away. All it does is registering a SensorEventListener if the user clicks the start button. It also takes the current time in millis. Every time onSensorChanged() is called, a counter gets bumped. After the user presses the stop button, the listener is unregistered and the time taken again. Using the values from above, I get a samplerate of 9 samples/sec which is WAY too low for what I want to do. The delay of the listener is set to SENSOR_DELAY_FASTEST. The Listener is registered within the main activity and is executed on the main thread of the process (I guess).

The G1 we used before was getting samplerates from around 35 samples/ second, which is way better, but still bad. Any suggestions on why the SensorEventListener performs poorly? The system is Android 2.0. App is compiled using API-Level 5.

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Android :: Performance Of Map Overlay In Conjunction With ItemizedOverlay Very Poor

Apr 14, 2010

I am trying to display one png (drawable) on a map in about 300 points. I am retrieving the coordinates from a Sqlite table, dumping them in a cursor. When I try to display them by parsing through the cursor, it takes for ever for the images to be drawn, about .5 second per image. I find that to be suspiciously slow, so some insight on how I can increase performance would help. Here is the snippet of my code that does the rendering:

while (!mFlavorsCursor.isAfterLast())
{
Log.d("cursor",""+(i++));
point = new GeoPoint(
(int)(mFlavorsCursor.getFloat(mFlavorsCursor.getColumnIndex(DataBaseHelper.KEY_LATITUDE))*1000000),
(int)(mFlavorsCursor.getFloat(mFlavorsCursor.getColumnIndex(DataBaseHelper.KEY_LONGITUDE))*1000000));
overlayitem = new OverlayItem(point, "", "");
itemizedoverlay.addOverlay(overlayitem);
itemizedoverlay.doPopulate();
mFlavorsCursor.moveToNext();
}
mapOverlays.add(itemizedoverlay);

I tried to isolate all the steps and it looks like the slow one is this: itemizedoverlay.doPopulate(); This is a public method in my class that extends ItemizedOverlay that runs the private populate() method.

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Android :: OpenGL ES Games - Best Performance?

Dec 2, 2009

I'm experienced with openGL but not Android. I just started. I have some spinning cubes running on a Droid and I'm barely getting 30FPS. Should I be using GLSurfaceView to get the best performance or is there a better way?

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HTC Magic :: Sluggish Performance / Poor Battery

Sep 12, 2009

I just got an HTC Magic from Rogers a few days ago and I'm noticing that it's running REALLY slow. The lag is unreal when I text and the battery dies very quickly. I have TWO widgets open (calendar and Google search) and the transition from sliding screens is sluggish. I rooted my phone a few days ago. Could this be the problem? Has anyone else experienced this? I heard that Sense UI is supposed to cause problems, but I haven't heard anything regarding Cupcake.

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Samsung Galaxy I7500 :: Poor GPS Performance - 1.6.3.2 And JC6

May 22, 2010

I have no issues with GPS with my stock 1.5 ROM. The signal is picked up within a few seconds, even in my basement. Once I updated to Galaxo 1.6.3.2, the gps performance is extremely bad. Most of the time, my phone is only picking up 2 satellites, not enough for a lock. If I am lucky enough to get a lock, it doesn't last very long. I have managed to pick up 7 satellites once, but the reception on each was extremely poor, not enough for a fix. I tried flashing back to stock, which again, had very good GPS performance.

Does anyone have any ideas as to what underlying issue is causing the poor GPS performance? I understand that JC6 ROM (and Galaxo is built around it I believe) is from Russia. Does android have a cache of nearby satellites (similar to how QuickGPS works with windows mobile phones), and could it be that these satellite location are optimized for Russia? If not, is it an inherent problem with Android 1.6? As I use my gps quite often, hopefully someone can provide some insight, or I might just be driving an infinite loop of circles in the near future...

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General :: MT6573 Poor Video Performance

Sep 6, 2012

I have other non China android phones that records video pretty impressively under bad or average lighting conditions. According to MT6573's specification, it has support for advanced 3D graphics; multi-format video capture and playback up to FWVGA 30fps; high-resolution camera support to 8MP.

An irritating thing is that the camera is TOTALLY USELESS under average or poor lighting conditions when recording. I have tried with different apps and they all gave me disappointing video recordings (almost total darkness clips).

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HTC Desire :: Poor Performance In Weak Signal Areas

Apr 29, 2010

I have never had any problems at home with either my trusty unlocked N95 or Orange Sony Ericsson T610 (remember them?) so I had no qualms over ordering a nice shiny (dark brown) HTC Desire.

3G coverage is a bit iffy in the area as I'm right on the border of an excellent to good area so I never expected to have super fast data over the air, but I have wifi locally for that anyway.

So you can imagine my disappointment when the first call with the mobile from home cut off quite suddenly. A retry to reconnect failed with a no service message and no signal strength. I then spent the next hour playing around with the settings turning off wifi, data, setting the phone to 3G only (no chance) and then GSM only.

When the phone was working and making a call the audio was not clean and very digital. There was also a chance that mid call you would be cut off for no reason. When it wasn't playing ball at all the signal strength varied from three bars down to zero without moving the phone. Sometimes upon initiating the call it came back immediately with no signal and cutting the call off. Picking the phone up from sitting on the side in sleep mode you were usually presented with a no service message.

Orange were excellent and immediately replaced the phone, a courier arriving at 6:15pm upon reporting the problem at 8:30am that morning. Unfortunately the replacement was exactly the same.

Even worse, my place of work is in a designated poor reception area. There are a number of us on Orange as it is the only network that can at a pinch be picked up inside. My Desire...no signal at all. Moving to a window seat got me two bars but the phone refused to connect or hold a call. The only time it did calling 150 sounded like I was listening to a recording of a Darlek. A Nokia 5300 on Orange alongside was nice and clear, with very good tone by comparison.

By chance another member of staff also had recently signed up with Orange on a Desire (500mins, unlim texts, 500Mb, free phone, 20). In a back to back test both phones were the same. We even tried swapping SIMs. Luckily for him he has no problems with reception when at home so is quite happy with the Desire.

Contacting Orange again I did not get much further. Talking to technical support they were not much help and suggested that they did not warrant the phone to work inside the building and as I could make a continuous call outside then they did not class the phone at fault. This included my problems at home in what is termed an excellent coverage area! When I pointed out that two other phones I owned did work in the very same location I was told that mobile designs differ and positions of antennas vary considerably.

Frustrated I decided the only course of action was to use my right to cancel within 7 days as it was apparent that I was not going to be able to resolve the issue. Even last night it performed perfectly for a couple of calls and then failed miserably an hour later.

As a gadget I was smitten. Even as I handed the package over to the Post Master today I was inwardly screaming �GIVE IT BACK!� Unfortunately I need to be able to make calls on it when I want, not when it wants.

I have only seen a couple of other members note a similar problem on these forums but I have noticed a large number of Nexus problems that sound very similar. I would be interested to hear if anyone else has experienced this or do you all live in 5/5 coverage areas?

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Motorola Droid :: People With Poor Battery Performance

Dec 10, 2009

I see some people in the forums bragging about how great their batteries are and i am jealous I took mine of the charger at 7:00 this morning and at 3:00 my phone was already down to 40 percent. My question for the users that also seem to have poor battery life is, once your phone reaches 40% does a reboot give you more battery life? Every time my phone reaches 40% a reboot brings mine back up to 60%. This happens every time so it is not a coincidence or a onetime thing. I am curios if the reporting is off because it is almost 5:00 and i just did a reboot and now I have 60% left. I can live with 40% usage from 7:00 to 5:00 but I can't live with 60% usage from 7:00 to 3:00

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Samsung Moment :: Poor Performance With Yahoo Mail

Dec 18, 2009

What's up with Yahoo mail on the Moment? Its performance is absolutely dismal! I followed the steps in manual set up instructions I found in a thread here:

INCOMING
Imap server - imap.mail.yahoo.com
port - 143
security type - TLS (if available)
OUTGOING
SMTP Server- smtp.mobile.mail.yahoo.com
port - 25
security type - TLS (if available)
* check Require sign-in

I was able to establish a link with my Yahoo mail account, but is reliabilty and performance is poor at best (I had much better performance accessing Yahoo mail on my old Samsung Instinct). Most the time when I try to check my Inbox, I get a "Username or password incorrect" notice. (Believe me, they are not incorrect). If I press "Menu" and then the "Refresh" button, I then get a "Connection error" notice! If anyone has any fix or any info for resolving this issue, then please post it here. I can access my Yahoo e-mail okay through the browser, but this is really not the way I prefer to do this.

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Android :: OpenGL ES Simple Tile Generator Performance

Jan 24, 2010

Thank to previous replies, and with a major inspiration from http://insanitydesign.com/wp/projects/nehe-android-ports/ , i started to build a simple Tile Generator for my simple 2D zelda-like game project.I can now generate a map with the same textured tile, using 2 for(..) imbricated iterations to draw horizontal and vertical tiles, and got some basic DPAD key input listeners to scroll over the x and y axis.but now im running into my first performance problems, just with one texture and one model.When trying to build a 10x10 map, scrolling is fine and smooth.When trying with 50x50, things get worse, and with a 100x100, its way unacceptable.Is there a way only to tell OpenGL to render the 'visible' part of my mapset and ignore the hidden tiles? im a totally new to this.

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Sony Ericsson Xperia X10 :: WIFI Keeps Dropping And Battery Performance Poor AFTER Update

Sep 17, 2010

Went through the Over Air update process yesterday, now WIFI drops all the time and the battery performance is so ppor the phone will not last a day!!! Can I put back the old SW or get this fixed some how? (edit a config fiel or somthing.......?)

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HTC Droid Eris :: Advanced Task Killer - Exclude To Avoid Poor App Performance?

Mar 8, 2010

With Advanced Task Killer, which apps should I exclude to avoid poor app performance. For example, I realized after reading another thread today that I should exclude the Weather Channel widget. I could not figure out why the weather conditions did not update automatically. Excluded the widget and now it updates. Any other apps that are similar?

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